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Script file "scripts/ui/screens/menu/modules/new_campaign_menu_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/modules/options_menu_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/menu/modules/save_campaign_menu_module.cnut" loaded successfully.
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Script
Script file "scripts/ui/screens/menu/modules/scenario_menu_module.cnut" loaded successfully.
08:36:57
Script
Script file "scripts/ui/screens/menu/tactical_menu_screen.cnut" loaded successfully.
08:36:57
Script
Script file "scripts/ui/screens/menu/world_menu_screen.cnut" loaded successfully.
08:36:57
Script
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_combat_result_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/dialogs/world_screen_combat_dialog_module.cnut" loaded successfully.
08:36:57
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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_dialog_module.cnut" loaded successfully.
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Script
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_event_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
Script file "scripts/ui/screens/world/world_town_screen.cnut" loaded successfully.
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Script
Script file "scripts/preload.cnut" loaded successfully.
08:36:57
Renderer
Vendor: NVIDIA Corporation
08:36:57
Renderer
Device: GeForce GTX 650 Ti/PCIe/SSE2
08:36:57
Renderer
Version: 4.5.0 NVIDIA 358.91
08:36:57
Renderer
Shader Version: 4.50 NVIDIA
08:36:57
Renderer
Framebuffer Support: Yes
08:36:57
Texture
Texture "gfx/fonts/cinzel_bold_20.png" (ID: 6) took up approximately 256kb in video memory.
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Resource
Loading: gfx/ui.png
08:36:57
Texture
Texture "gfx/ui.png" (ID: 7) took up approximately 5461kb in video memory.
08:36:57
Resource
Finished loading Resource Package "preload/on_start.txt".
08:36:57
UI
Screen "RootScreen" successfully registered.
08:36:58
UI
Screen "ConsoleScreen" successfully registered.
08:36:58
UI
Screen "LoadingScreen" successfully registered.
08:36:58
UI
Screen "TooltipScreen" successfully registered.
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UI
Screen "TacticalScreen" successfully registered.
08:36:58
UI
Screen "TacticalCombatResultScreen" successfully registered.
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UI
Screen "TacticalFleeScreen" successfully registered.
08:36:58
UI
Screen "WorldScreen" successfully registered.
08:36:58
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.
08:36:58
UI
Screen "WorldEventScreen" successfully registered.
08:36:59
UI
Screen "MainMenuScreen" successfully registered.
08:36:59
UI
Screen "WorldMenuScreen" successfully registered.
08:36:59
UI
Screen "TacticalMenuScreen" successfully registered.
08:36:59
UI
Screen "WorldCharacterScreen" successfully registered.
08:36:59
UI
Screen "TacticalCharacterScreen" successfully registered.
08:36:59
SQ
Map Template: tactical.patch.bones (Script: scripts/mapgen/templates/tactical/patches/patch_bones) registered.
08:36:59
SQ
Map Template: tactical.patch.clearing (Script: scripts/mapgen/templates/tactical/patches/patch_clearing) registered.
08:36:59
SQ
Map Template: tactical.patch.clearing_leveled (Script: scripts/mapgen/templates/tactical/patches/patch_clearing_leveled) registered.
08:36:59
SQ
Map Template: tactical.patch.forest (Script: scripts/mapgen/templates/tactical/patches/patch_forest) registered.
08:36:59
SQ
Map Template: tactical.patch.forest_fern_sea (Script: scripts/mapgen/templates/tactical/patches/patch_forest_fern_sea) registered.
08:36:59
SQ
Map Template: tactical.patch.forest_mushrooms (Script: scripts/mapgen/templates/tactical/patches/patch_forest_mushrooms) registered.
08:36:59
SQ
Map Template: tactical.patch.hill (Script: scripts/mapgen/templates/tactical/patches/patch_hill) registered.
08:36:59
SQ
Map Template: tactical.patch.hill_forest (Script: scripts/mapgen/templates/tactical/patches/patch_hill_forest) registered.
08:36:59
SQ
Map Template: tactical.patch.marshland (Script: scripts/mapgen/templates/tactical/patches/patch_marshland) registered.
08:36:59
SQ
Map Template: tactical.patch.mound (Script: scripts/mapgen/templates/tactical/patches/patch_mound) registered.
08:36:59
SQ
Map Template: tactical.patch.ritual_site (Script: scripts/mapgen/templates/tactical/patches/patch_ritual_site) registered.
08:36:59
SQ
Map Template: tactical.patch.stone_circle (Script: scripts/mapgen/templates/tactical/patches/patch_stone_circle) registered.
08:36:59
SQ
Map Template: tactical.patch.stone_sea (Script: scripts/mapgen/templates/tactical/patches/patch_stone_sea) registered.
08:36:59
SQ
Map Template: tactical.forest (Script: scripts/mapgen/templates/tactical/tactical_forest) registered.
08:36:59
SQ
Map Template: tactical.forest_leaves (Script: scripts/mapgen/templates/tactical/tactical_forest_leaves) registered.
08:36:59
SQ
Map Template: tactical.plains (Script: scripts/mapgen/templates/tactical/tactical_plains) registered.
08:36:59
SQ
Map Template: tactical.swamp (Script: scripts/mapgen/templates/tactical/tactical_swamp) registered.
08:36:59
SQ
Map Template: tactical.canyon (Script: scripts/mapgen/templates/tactical/test/template_canyon) registered.
08:36:59
SQ
Map Template: tactical.clear_hill (Script: scripts/mapgen/templates/tactical/test/template_clear_hill) registered.
08:36:59
SQ
Map Template: tactical.combat_basics (Script: scripts/mapgen/templates/tactical/test/template_combat_basics) registered.
08:36:59
SQ
Map Template: tactical.defend_the_hill (Script: scripts/mapgen/templates/tactical/test/template_defend_the_hill) registered.
08:36:59
SQ
Map Template: tactical.swipe (Script: scripts/mapgen/templates/tactical/test/template_swipe) registered.
08:36:59
SQ
Map Template: tactical.test_clearing (Script: scripts/mapgen/templates/tactical/test/test_clearing) registered.
08:36:59
SQ
Map Template: tactical.test_dry_marshland (Script: scripts/mapgen/templates/tactical/test/test_dry_marshland) registered.
08:36:59
SQ
Map Template: tactical.test_forest (Script: scripts/mapgen/templates/tactical/test/test_forest) registered.
08:36:59
SQ
Map Template: tactical.test_hill (Script: scripts/mapgen/templates/tactical/test/test_hill) registered.
08:36:59
SQ
Map Template: tactical.test_hunting_grounds (Script: scripts/mapgen/templates/tactical/test/test_hunting_grounds) registered.
08:36:59
SQ
Map Template: tactical.test_marshland (Script: scripts/mapgen/templates/tactical/test/test_marshland) registered.
08:36:59
SQ
Map Template: tactical.test_plains (Script: scripts/mapgen/templates/tactical/test/test_plains) registered.
08:36:59
SQ
Map Template: tactical.test_plains_clearing (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing) registered.
08:36:59
SQ
Map Template: tactical.test_plains_clearing_leveled (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing_leveled) registered.
08:36:59
SQ
Map Template: tactical.test_road (Script: scripts/mapgen/templates/tactical/test/test_road) registered.
08:36:59
SQ
Map Template: tactical.test_template (Script: scripts/mapgen/templates/tactical/test/test_template) registered.
08:36:59
SQ
Map Template: tactical.tile.earth (Script: scripts/mapgen/templates/tactical/tiles/earth) registered.
08:36:59
SQ
Map Template: tactical.tile.forest (Script: scripts/mapgen/templates/tactical/tiles/forest) registered.
08:36:59
SQ
Map Template: tactical.tile.grass (Script: scripts/mapgen/templates/tactical/tiles/grass) registered.
08:36:59
SQ
Map Template: tactical.tile.grass_forest (Script: scripts/mapgen/templates/tactical/tiles/grass_forest) registered.
08:36:59
SQ
Map Template: tactical.tile.road (Script: scripts/mapgen/templates/tactical/tiles/road) registered.
08:36:59
SQ
Map Template: tactical.tile.swamp (Script: scripts/mapgen/templates/tactical/tiles/swamp) registered.
08:36:59
SQ
Map Template: world.tile.badlands (Script: scripts/mapgen/templates/world/tiles/tile_badlands) registered.
08:36:59
SQ
Map Template: world.tile.farmland (Script: scripts/mapgen/templates/world/tiles/tile_farmland) registered.
08:36:59
SQ
Map Template: world.tile.forest (Script: scripts/mapgen/templates/world/tiles/tile_forest) registered.
08:36:59
SQ
Map Template: world.tile.forest_leaves (Script: scripts/mapgen/templates/world/tiles/tile_forest_leaves) registered.
08:36:59
SQ
Map Template: world.tile.heath (Script: scripts/mapgen/templates/world/tiles/tile_heath) registered.
08:36:59
SQ
Map Template: world.tile.highlands (Script: scripts/mapgen/templates/world/tiles/tile_highlands) registered.
08:36:59
SQ
Map Template: world.tile.hills (Script: scripts/mapgen/templates/world/tiles/tile_hills) registered.
08:36:59
SQ
Map Template: world.tile.marshland (Script: scripts/mapgen/templates/world/tiles/tile_marshland) registered.
08:36:59
SQ
Map Template: world.tile.mountains (Script: scripts/mapgen/templates/world/tiles/tile_mountains) registered.
08:36:59
SQ
Map Template: world.tile.plains (Script: scripts/mapgen/templates/world/tiles/tile_plains) registered.
08:36:59
SQ
Map Template: world.tile.snow (Script: scripts/mapgen/templates/world/tiles/tile_snow) registered.
08:36:59
SQ
Map Template: world.tile.swamp (Script: scripts/mapgen/templates/world/tiles/tile_swamp) registered.
08:36:59
SQ
Map Template: world.worldmap_generator (Script: scripts/mapgen/templates/world/worldmap_generator) registered.
08:36:59
SQ
RootState::onShow()
08:36:59
Resource
Parsed Resource Package "preload/on_running.txt" with 203 items.
08:36:59
Resource
Started loading Resource Package "preload/on_running.txt".
08:36:59
Resource
Loading: gfx/entity_0.png
08:36:59
UI
RootScreen::REGISTER
08:36:59
UI
RootScreenVersionModule::REGISTER
08:36:59
Texture
Texture "gfx/entity_0.png" (ID: 8) took up approximately 43690kb in video memory.
08:36:59
Resource
Loading: music/title.music
08:36:59
Resource
Loading: gfx/entity_icons.png
08:36:59
UI
LoadingScreen::REGISTER
08:36:59
UI
TooltipScreen::REGISTER
08:36:59
Texture
Texture "gfx/entity_icons.png" (ID: 9) took up approximately 10922kb in video memory.
08:36:59
Resource
Loading: gfx/effects_0.png
08:36:59
UI
MainMenuScreen::REGISTER
08:36:59
UI
MainMenuModule::REGISTER
08:36:59
UI
LoadCampaignMenuModule::REGISTER
08:36:59
UI
NewCampaignMenuModule::REGISTER
08:36:59
UI
ScenarioMenuModule::REGISTER
08:36:59
UI
OptionsMenuModule::REGISTER
08:36:59
UI
OptionsMenuModuleVideoPanel::REGISTER
08:36:59
UI
OptionsMenuModuleAudioPanel::REGISTER
08:36:59
UI
OptionsMenuModuleControlsPanel::REGISTER
08:36:59
UI
OptionsMenuModuleGameplayPanel::REGISTER
08:37:00
Texture
Texture "gfx/effects_0.png" (ID: 10) took up approximately 21845kb in video memory.
08:37:00
Resource
Loading: gfx/world_detail.png
08:37:00
Texture
Texture "gfx/world_detail.png" (ID: 11) took up approximately 43690kb in video memory.
08:37:00
Resource
Loading: gfx/world_entity_0.png
08:37:00
Texture
Texture "gfx/world_entity_0.png" (ID: 12) took up approximately 10922kb in video memory.
08:37:00
Resource
Loading: sounds/body_fall_1.ogg
08:37:00
Resource
Loading: sounds/shield_broken.ogg
08:37:00
Resource
Loading: sounds/combat/aimed_shot_01.wav
08:37:00
Resource
Loading: sounds/combat/aimed_shot_02.wav
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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/bolt_shot_01.wav
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Loading: sounds/combat/bolt_shot_hit_01.wav
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Loading: sounds/combat/chop_01.wav
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Loading: sounds/combat/chop_hit_01.wav
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Loading: sounds/combat/hand_01.wav
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Loading: sounds/combat/overhead_strike_02.wav
08:37:00
Resource
Loading: sounds/combat/overhead_strike_03.wav
08:37:00
Resource
Loading: sounds/combat/overhead_strike_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/overhead_strike_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/overhead_strike_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/quick_shot_01.wav
08:37:00
Resource
Loading: sounds/combat/quick_shot_02.wav
08:37:00
Resource
Loading: sounds/combat/quick_shot_03.wav
08:37:00
Resource
Loading: sounds/combat/reload_01.wav
08:37:00
Resource
Loading: sounds/combat/reload_02.wav
08:37:00
Resource
Loading: sounds/combat/slash_01.wav
08:37:00
Resource
Loading: sounds/combat/slash_02.wav
08:37:00
Resource
Loading: sounds/combat/slash_03.wav
08:37:00
Resource
Loading: sounds/combat/slash_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/slash_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/slash_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/split_01.wav
08:37:00
Resource
Loading: sounds/combat/split_02.wav
08:37:00
Resource
Loading: sounds/combat/split_03.wav
08:37:00
Resource
Loading: sounds/combat/split_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/split_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/split_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/stab_01.wav
08:37:00
Resource
Loading: sounds/combat/stab_02.wav
08:37:00
Resource
Loading: sounds/combat/stab_03.wav
08:37:00
Resource
Loading: sounds/combat/stab_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/stab_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/stab_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/swing_01.wav
08:37:00
Resource
Loading: sounds/combat/swing_02.wav
08:37:00
Resource
Loading: sounds/combat/swing_03.wav
08:37:00
Resource
Loading: sounds/combat/swing_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/swing_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/swing_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/thrust_01.wav
08:37:00
Resource
Loading: sounds/combat/thrust_02.wav
08:37:00
Resource
Loading: sounds/combat/thrust_03.wav
08:37:00
Resource
Loading: sounds/combat/thrust_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/thrust_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/thrust_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/hook_01.wav
08:37:00
Resource
Loading: sounds/combat/hook_02.wav
08:37:00
Resource
Loading: sounds/combat/hook_03.wav
08:37:00
Resource
Loading: sounds/combat/hook_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/hook_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/hook_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/knockback_01.wav
08:37:00
Resource
Loading: sounds/combat/knockback_02.wav
08:37:00
Resource
Loading: sounds/combat/knockback_03.wav
08:37:00
Resource
Loading: sounds/combat/knockback_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/knockback_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/knockback_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/puncture_01.wav
08:37:00
Resource
Loading: sounds/combat/puncture_02.wav
08:37:00
Resource
Loading: sounds/combat/puncture_03.wav
08:37:00
Resource
Loading: sounds/combat/puncture_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/puncture_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/puncture_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/riposte_01.wav
08:37:00
Resource
Loading: sounds/combat/riposte_02.wav
08:37:00
Resource
Loading: sounds/combat/riposte_03.wav
08:37:00
Resource
Loading: sounds/combat/spearwall_01.wav
08:37:00
Resource
Loading: sounds/combat/spearwall_02.wav
08:37:00
Resource
Loading: sounds/combat/spearwall_03.wav
08:37:00
Resource
Loading: sounds/combat/shieldwall_01.wav
08:37:00
Resource
Loading: sounds/combat/shieldwall_02.wav
08:37:00
Resource
Loading: sounds/combat/shieldwall_03.wav
08:37:00
Resource
Loading: sounds/combat/split_shield_01.wav
08:37:00
Resource
Loading: sounds/combat/split_shield_02.wav
08:37:00
Resource
Loading: sounds/combat/split_shield_03.wav
08:37:00
Resource
Loading: sounds/combat/bro_damage_taken_01.wav
08:37:00
Resource
Loading: sounds/combat/bro_damage_taken_02.wav
08:37:00
Resource
Loading: sounds/combat/bro_damage_taken_03.wav
08:37:00
Resource
Loading: sounds/combat/bro_damage_taken_04.wav
08:37:00
Resource
Loading: sounds/combat/bro_damage_taken_soft_01.wav
08:37:00
Resource
Loading: sounds/combat/bro_damage_taken_soft_02.wav
08:37:00
Resource
Loading: sounds/combat/bro_damage_taken_soft_03.wav
08:37:00
Resource
Loading: sounds/combat/bro_dying_01.wav
08:37:00
Resource
Loading: sounds/combat/bro_dying_02.wav
08:37:00
Resource
Loading: sounds/combat/bro_dying_03.wav
08:37:00
Resource
Loading: sounds/combat/bro_dying_04.wav
08:37:00
Resource
Loading: sounds/combat/bro_dying_05.wav
08:37:00
Resource
Loading: sounds/combat/cleave_01.wav
08:37:00
Resource
Loading: sounds/combat/cleave_02.wav
08:37:00
Resource
Loading: sounds/combat/cleave_03.wav
08:37:00
Resource
Loading: sounds/combat/cleave_hit_hitpoints_01.wav
08:37:00
Resource
Loading: sounds/combat/cleave_hit_hitpoints_02.wav
08:37:00
Resource
Loading: sounds/combat/cleave_hit_hitpoints_03.wav
08:37:00
Resource
Loading: sounds/combat/crush_armor_01.wav
08:37:00
Resource
Loading: sounds/combat/crush_armor_02.wav
08:37:00
Resource
Loading: sounds/combat/crush_armor_03.wav
08:37:00
Resource
Loading: sounds/combat/crush_armor_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/crush_armor_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/crush_armor_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/decapitate_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/decapitate_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/decapitate_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/hammer_strike_01.wav
08:37:00
Resource
Loading: sounds/combat/hammer_strike_02.wav
08:37:00
Resource
Loading: sounds/combat/hammer_strike_03.wav
08:37:00
Resource
Loading: sounds/combat/hammer_strike_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/hammer_strike_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/hammer_strike_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/round_swing_01.wav
08:37:00
Resource
Loading: sounds/combat/round_swing_02.wav
08:37:00
Resource
Loading: sounds/combat/round_swing_03.wav
08:37:00
Resource
Loading: sounds/combat/round_swing_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/round_swing_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/round_swing_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/javelin_throw_01.wav
08:37:00
Resource
Loading: sounds/combat/javelin_throw_02.wav
08:37:00
Resource
Loading: sounds/combat/javelin_throw_03.wav
08:37:00
Resource
Loading: sounds/combat/javelin_miss_01.wav
08:37:00
Resource
Loading: sounds/combat/javelin_miss_02.wav
08:37:00
Resource
Loading: sounds/combat/javelin_miss_03.wav
08:37:00
Resource
Loading: sounds/combat/javelin_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/javelin_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/flail_01.wav
08:37:00
Resource
Loading: sounds/combat/flail_02.wav
08:37:00
Resource
Loading: sounds/combat/flail_03.wav
08:37:00
Resource
Loading: sounds/combat/flail_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/flail_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/flail_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/lash_01.wav
08:37:00
Resource
Loading: sounds/combat/lash_02.wav
08:37:00
Resource
Loading: sounds/combat/lash_03.wav
08:37:00
Resource
Loading: sounds/combat/lash_hit_01.wav
08:37:00
Resource
Loading: sounds/combat/lash_hit_02.wav
08:37:00
Resource
Loading: sounds/combat/lash_hit_03.wav
08:37:00
Resource
Loading: sounds/combat/weapon_break_01.wav
08:37:00
Resource
Loading: sounds/combat/rotation_01.wav
08:37:00
Resource
Loading: sounds/combat/footwork_01.wav
08:37:00
Resource
Loading: sounds/combat/return_favor_01.wav
08:37:00
Resource
Loading: sounds/combat/perfect_focus_01.wav
08:37:00
Resource
Loading: sounds/combat/rally_the_troops_01.wav
08:37:00
Resource
Loading: sounds/new_round_01.wav
08:37:00
Resource
Loading: sounds/new_round_02.wav
08:37:00
Resource
Loading: sounds/new_round_03.wav
08:37:00
Resource
Loading: sounds/scribble.wav
08:37:00
Resource
Loading: sounds/inventory/wardog_inventory_01.wav
08:37:00
Resource
Loading: sounds/inventory/wardog_inventory_02.wav
08:37:00
Resource
Loading: sounds/inventory/wardog_inventory_03.wav
08:37:08
SQ
Init World State!
08:37:08
SQ
Load campaign: Hawksmoor s Hellions
08:37:08
Scene
Finished loading scene.
08:37:09
SQ
contract activated: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.destroy_bandit_camp
08:37:09
SQ
contract added: contract.destroy_orc_camp
08:37:09
SQ
contract added: contract.destroy_bandit_camp
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.destroy_inactive_location
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.destroy_inactive_location
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.destroy_inactive_location
08:37:09
SQ
contract added: contract.discover_location
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.destroy_inactive_location
08:37:09
SQ
contract added: contract.exterminate_beasts
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.destroy_inactive_location
08:37:09
SQ
contract added: contract.errant
08:37:09
SQ
contract added: contract.errant
08:37:09
Resource
Loading: gfx/world_weather.png
08:37:09
Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
08:37:10
UI
WorldScreen::REGISTER
08:37:10
UI
WorldScreenTopbarOptionsModule::REGISTER
08:37:10
UI
WorldScreenTopbarDayTimeModule::REGISTER
08:37:10
UI
WorldScreenTopbarAssetsModule::REGISTER
08:37:10
UI
WorldScreenActiveContractPanelModule::REGISTER
08:37:10
UI
WorldContractContentModule::REGISTER
08:37:10
UI
CombatDialogModule::REGISTER
08:37:10
UI
WorldEventScreen::REGISTER
08:37:10
UI
WorldContractScreen::REGISTER
08:37:10
UI
WorldContractScreenDialogModule::REGISTER
08:37:10
UI
WorldContractContentModule::REGISTER
08:37:10
UI
WorldContractButtonsModule::REGISTER
08:37:10
UI
WorldTownScreen::REGISTER
08:37:10
UI
WorldTownScreenMainDialogModule::REGISTER
08:37:10
UI
WorldTownScreenHireDialogModule::REGISTER
08:37:10
UI
WorldTownScreenShopDialogModule::REGISTER
08:37:10
UI
WorldContractScreenDialogModule::REGISTER
08:37:10
UI
WorldContractContentModule::REGISTER
08:37:10
UI
WorldContractButtonsModule::REGISTER
08:37:10
UI
WorldEventPopupScreen::REGISTER
08:37:10
UI
IngameMenuScreen::REGISTER
08:37:10
UI
MainMenuModule::REGISTER
08:37:10
UI
LoadCampaignMenuModule::REGISTER
08:37:10
UI
SaveCampaignMenuModule::REGISTER
08:37:10
UI
OptionsMenuModule::REGISTER
08:37:10
UI
OptionsMenuModuleVideoPanel::REGISTER
08:37:10
UI
OptionsMenuModuleAudioPanel::REGISTER
08:37:10
UI
OptionsMenuModuleControlsPanel::REGISTER
08:37:10
UI
OptionsMenuModuleGameplayPanel::REGISTER
08:37:10
UI
WorldGameFinishScreen::REGISTER
08:37:10
UI
WorldGameFinishScreenDialogModule::REGISTER
08:37:10
UI
CharacterScreen::REGISTER
08:37:10
UI
CharacterScreenLeftPanelModule::REGISTER
08:37:10
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
08:37:10
UI
CharacterScreenPaperdollModule::REGISTER
08:37:10
UI
CharacterScreenSkillsModule::REGISTER
08:37:10
UI
CharacterScreenStatsModule::REGISTER
08:37:10
UI
CharacterScreenRightPanelModule::REGISTER
08:37:10
UI
CharacterScreenRightPanelHeaderModule::REGISTER
08:37:10
UI
CharacterScreenInventoryListModule::REGISTER
08:37:10
UI
CharacterScreenPerksModule::REGISTER
08:37:10
UI
CharacterScreenBrothersListModule::REGISTER
08:37:10
UI
CharacterScreenBattleStartFooterModule::REGISTER
08:37:12
Resource
Loading: music/worldmap_06.music
08:37:12
Resource
Unloading: music/title.music
08:38:57
SQ
chance to fire event: 17.5198%
08:38:58
SQ
Location entered: Hamruden
08:39:02
Resource
Loading: music/village_01.music
08:39:02
Resource
Unloading: music/worldmap_06.music
08:39:21
Resource
Loading: music/worldmap_03.music
08:39:21
Resource
Unloading: music/village_01.music
08:39:26
SQ
contract added: contract.errant
08:39:27
SQ
chance to fire event: 18.2583%
08:39:34
SQ
contract removed: contract.errant
08:39:36
SQ
chance to fire event: 19.2208%
08:40:12
SQ
contract added: contract.destroy_inactive_location
08:40:16
SQ
contract removed: contract.errant
08:40:17
SQ
Location entered: Ancient Outlook
08:40:17
UI
ERROR: Failed to query hire roster data. Reason: Invalid result.
08:40:21
Resource
Loading: music/stronghold_01.music
08:40:21
Resource
Unloading: music/worldmap_03.music
08:41:44
SQ
contract added: contract.errant
08:41:47
Resource
Loading: music/worldmap_06.music
08:41:47
Resource
Unloading: music/stronghold_01.music
08:41:57
SQ
Location entered: City of Wallstadt
08:42:01
Resource
Loading: music/city_01.music
08:42:01
Resource
Unloading: music/worldmap_06.music
08:42:37
UI
equip item: 50293941
08:42:46
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
08:43:31
Resource
Loading: music/worldmap_05.music
08:43:31
Resource
Unloading: music/city_01.music
08:43:32
SQ
Save campaign: Hawksmoor's Hellions
08:43:32
Scene
Finished saving scene.
08:47:34
SQ
Location entered: City of Wallstadt
08:47:38
Resource
Loading: music/city_02.music
08:47:38
Resource
Unloading: music/worldmap_05.music
08:47:44
SQ
You hired: Kunold
08:48:03
Resource
Loading: music/worldmap_03.music
08:48:03
Resource
Unloading: music/city_02.music
08:48:03
SQ
Load campaign: Hawksmoor s Hellions
08:48:03
Resource
Unloading: gfx/world_weather.png
08:48:04
Scene
Finished loading scene.
08:48:05
SQ
contract added: contract.destroy_bandit_camp
08:48:05
SQ
contract added: contract.destroy_orc_camp
08:48:05
SQ
contract added: contract.destroy_bandit_camp
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.destroy_inactive_location
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.destroy_inactive_location
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.destroy_inactive_location
08:48:05
SQ
contract added: contract.discover_location
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.destroy_inactive_location
08:48:05
SQ
contract added: contract.exterminate_beasts
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.destroy_inactive_location
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.errant
08:48:05
SQ
contract added: contract.destroy_inactive_location
08:48:05
SQ
contract added: contract.errant
08:48:05
Resource
Loading: gfx/world_weather.png
08:48:05
Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
08:48:07
SQ
Location entered: City of Wallstadt
08:48:07
Resource
Loading: music/city_02.music
08:48:07
Resource
Unloading: music/worldmap_03.music
08:48:22
SQ
contract activated: contract.errant
08:48:27
Resource
Loading: music/worldmap_07.music
08:48:27
Resource
Unloading: music/city_02.music
08:49:05
SQ
contract added: contract.destroy_inactive_location
08:49:05
SQ
contract added: contract.errant
08:49:14
SQ
Location entered: Kronland Castle
08:49:18
Resource
Loading: music/stronghold_01.music
08:49:18
Resource
Unloading: music/worldmap_07.music
08:50:33
SQ
Save campaign: Hawksmoor's Hellions
08:50:34
Scene
Finished saving scene.
08:50:35
Resource
Loading: music/worldmap_06.music
08:50:35
Resource
Unloading: music/stronghold_01.music
08:50:36
SQ
Location entered: Kronland Castle
08:50:40
Resource
Loading: music/stronghold_01.music
08:50:41
Resource
Unloading: music/worldmap_06.music
08:50:41
SQ
You hired: Alberich
08:51:13
SQ
You hired: Siegward the Stalion
08:51:37
Resource
Loading: music/worldmap_07.music
08:51:37
Resource
Unloading: music/stronghold_01.music
08:51:38
SQ
Load campaign: Hawksmoor s Hellions
08:51:38
Resource
Unloading: gfx/world_weather.png
08:51:39
Scene
Finished loading scene.
08:51:39
SQ
contract activated: contract.errant
08:51:39
SQ
contract added: contract.destroy_bandit_camp
08:51:39
SQ
contract added: contract.destroy_orc_camp
08:51:39
SQ
contract added: contract.destroy_bandit_camp
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.destroy_inactive_location
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.destroy_inactive_location
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.destroy_inactive_location
08:51:39
SQ
contract added: contract.discover_location
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.destroy_inactive_location
08:51:39
SQ
contract added: contract.exterminate_beasts
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.destroy_inactive_location
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.destroy_inactive_location
08:51:39
SQ
contract added: contract.errant
08:51:39
SQ
contract added: contract.destroy_inactive_location
08:51:40
SQ
contract added: contract.errant
08:51:40
Resource
Loading: gfx/world_weather.png
08:51:40
Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
08:51:42
Resource
Loading: music/worldmap_06.music
08:51:42
Resource
Unloading: music/worldmap_07.music
08:53:28
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
08:54:30
Resource
Loading: music/worldmap_05.music
08:54:30
Resource
Unloading: music/worldmap_06.music
08:55:29
SQ
contract added: contract.errant
08:55:54
SQ
Location entered: Hammererden
08:55:58
Resource
Loading: music/village_01.music
08:55:58
Resource
Unloading: music/worldmap_05.music
08:56:44
Resource
Loading: music/worldmap_06.music
08:56:44
Resource
Unloading: music/village_01.music
08:57:05
SQ
contract added: contract.errant
08:57:16
SQ
contract removed: contract.errant
08:58:30
SQ
Location entered: Hidden Knife Camp
08:58:40
SQ
Location entered: Bloodguzzlers Camp
08:59:07
SQ
Save campaign: Hawksmoor's Hellions
08:59:08
Scene
Finished saving scene.
08:59:21
SQ
contract removed: contract.errant
08:59:32
Resource
Loading: music/worldmap_07.music
08:59:32
Resource
Unloading: music/worldmap_06.music
08:59:44
SQ
Location entered: Hidden Knife Camp
08:59:54
SQ
Save campaign: autosave
08:59:54
Scene
Finished saving scene.
08:59:55
SQ
WorldState::onHide
08:59:55
UI
CharacterScreen::REGISTER
08:59:55
UI
CharacterScreenLeftPanelModule::REGISTER
08:59:55
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
08:59:55
UI
CharacterScreenPaperdollModule::REGISTER
08:59:55
UI
CharacterScreenSkillsModule::REGISTER
08:59:55
UI
CharacterScreenStatsModule::REGISTER
08:59:56
UI
CharacterScreenRightPanelModule::REGISTER
08:59:56
UI
CharacterScreenRightPanelHeaderModule::REGISTER
08:59:56
UI
CharacterScreenInventoryListModule::REGISTER
08:59:56
UI
CharacterScreenPerksModule::REGISTER
08:59:56
UI
CharacterScreenBrothersListModule::REGISTER
08:59:56
UI
CharacterScreenBattleStartFooterModule::REGISTER
08:59:56
UI
TacticalFleeScreen::REGISTER
08:59:56
UI
IngameMenuScreen::REGISTER
08:59:56
UI
MainMenuModule::REGISTER
08:59:56
UI
LoadCampaignMenuModule::REGISTER
08:59:56
UI
SaveCampaignMenuModule::REGISTER
08:59:56
UI
OptionsMenuModule::REGISTER
08:59:56
UI
OptionsMenuModuleVideoPanel::REGISTER
08:59:56
UI
OptionsMenuModuleAudioPanel::REGISTER
08:59:56
UI
OptionsMenuModuleControlsPanel::REGISTER
08:59:56
UI
OptionsMenuModuleGameplayPanel::REGISTER
08:59:56
UI
TacticalCombatResultScreen::REGISTER
08:59:56
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
08:59:56
UI
TacticalCombatResultScreenLootPanel::REGISTER
08:59:56
UI
TacticalScreen::REGISTER
08:59:56
UI
TacticalScreenTurnSequenceBarModule::REGISTER
08:59:56
UI
TacticalScreenOrientationOverlayModule::REGISTER
08:59:56
UI
TacticalScreenTopbarEventLogModule::REGISTER
08:59:56
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
08:59:56
UI
TacticalScreenTopbarOptionsModule::REGISTER
08:59:56
Resource
Loading: gfx/detail.png
08:59:56
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
08:59:56
Resource
Loading: gfx/object_0.png
08:59:56
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
08:59:56
Resource
Loading: gfx/orientation_overlay.png
08:59:56
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
08:59:56
Resource
Loading: sounds/atmosphere/forest_01.wav
08:59:56
SQ
TACTICAL: STASH LOCKED: true
08:59:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
08:59:56
SQ
Turn started for Bandit Marksman
08:59:56
SQ
*
08:59:56
SQ
* Bandit Marksman: Starting turn.
08:59:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
08:59:56
SQ
INFO: Next round issued: 1
08:59:56
Resource
Started loading Resource Package "Temporary Tactical Resources".
08:59:56
Resource
Loading: sounds/combat/repel_hit_01.wav
08:59:56
Resource
Loading: sounds/combat/repel_hit_02.wav
08:59:56
Resource
Loading: sounds/combat/repel_hit_03.wav
08:59:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
08:59:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
08:59:56
SQ
defensive score: 1.84425
08:59:56
SQ
defensive threshold: 2.92683
08:59:57
SQ
-> Behaviors to pick from:
Attack.Bow (17.7514)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (17.7514)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
08:59:57
SQ
-> Behavior picked: Attack.Bow (17.7514)
08:59:57
SQ
* Bandit Marksman: Using Aimed Shot against Winrich!
08:59:57
SQ
Bandit Marksman uses skill Aimed Shot
08:59:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
08:59:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
08:59:58
SQ
defensive score: 1.84425
08:59:58
SQ
defensive threshold: 2.92683
08:59:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
08:59:58
SQ
-> Behavior picked: Idle (1)
08:59:58
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
08:59:58
SQ
* ---------------------------------------------------
08:59:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
08:59:59
SQ
Turn started for Bandit Marksman
08:59:59
SQ
*
08:59:59
SQ
* Bandit Marksman: Starting turn.
08:59:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
08:59:59
SQ
defensive score: 1.84425
08:59:59
SQ
defensive threshold: 2.92683
08:59:59
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
08:59:59
SQ
-> Behaviors to pick from:
Attack.Bow (29.5784)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (29.5784)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
08:59:59
SQ
-> Behavior picked: Attack.Bow (29.5784)
08:59:59
SQ
* Bandit Marksman: Using Aimed Shot against Winrich!
08:59:59
SQ
Bandit Marksman uses skill Aimed Shot
09:00:00
Resource
Loading: music/bandits_01.music
09:00:00
Resource
Unloading: music/worldmap_07.music
09:00:01
SQ
defensive score: 1.84425
09:00:01
SQ
defensive threshold: 2.92683
09:00:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
09:00:01
SQ
-> Behavior picked: Idle (1)
09:00:01
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:00:01
SQ
* ---------------------------------------------------
09:00:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:00:01
SQ
Turn started for Bandit Marksman
09:00:01
SQ
*
09:00:01
SQ
* Bandit Marksman: Starting turn.
09:00:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:00:02
SQ
defensive score: 1.84425
09:00:02
SQ
defensive threshold: 2.92683
09:00:02
SQ
-> Behaviors to pick from:
Attack.Bow (19.4215)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (19.4215)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:00:02
SQ
-> Behavior picked: Attack.Bow (19.4215)
09:00:02
SQ
* Bandit Marksman: Using Aimed Shot against Winrich!
09:00:02
SQ
Bandit Marksman uses skill Aimed Shot
09:00:03
SQ
defensive score: 1.84425
09:00:03
SQ
defensive threshold: 2.92683
09:00:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
09:00:04
SQ
-> Behavior picked: Idle (1)
09:00:04
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:00:04
SQ
* ---------------------------------------------------
09:00:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:00:04
SQ
Turn started for Ragnar the Blade
09:00:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:00:17
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
09:00:17
SQ
Ragnar the Blade uses skill Quick Shot
09:00:19
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
09:00:19
SQ
Ragnar the Blade uses skill Quick Shot
09:00:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:00:20
SQ
Turn started for Bandit Marksman
09:00:20
SQ
*
09:00:20
SQ
* Bandit Marksman: Starting turn.
09:00:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:00:20
SQ
defensive score: 1.84425
09:00:20
SQ
defensive threshold: 2.92683
09:00:20
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:00:20
SQ
-> Behaviors to pick from:
Attack.Bow (29.5332)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (29.5332)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:00:20
SQ
-> Behavior picked: Attack.Bow (29.5332)
09:00:20
SQ
* Bandit Marksman: Using Aimed Shot against Winrich!
09:00:20
SQ
Bandit Marksman uses skill Aimed Shot
09:00:22
SQ
defensive score: 1.84425
09:00:22
SQ
defensive threshold: 2.92683
09:00:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
09:00:22
SQ
-> Behavior picked: Idle (1)
09:00:22
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:00:22
SQ
* ---------------------------------------------------
09:00:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:22
SQ
Turn started for Bandit Raider
09:00:22
SQ
*
09:00:22
SQ
* Bandit Raider: Starting turn.
09:00:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:22
SQ
defensive score: 1.84425
09:00:22
SQ
defensive threshold: 2.92683
09:00:23
SQ
-> Behaviors to pick from:
Engage.Melee (103.529)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (103.529)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:23
SQ
-> Behavior picked: Engage.Melee (103.529)
09:00:23
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:00:24
SQ
* Bandit Raider: Reached engage destination
09:00:24
SQ
defensive score: 1.84425
09:00:24
SQ
defensive threshold: 2.92683
09:00:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:24
SQ
-> Behavior picked: Idle (1)
09:00:24
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:00:24
SQ
* ---------------------------------------------------
09:00:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:00:25
SQ
Turn started for Bandit Marksman
09:00:25
SQ
*
09:00:25
SQ
* Bandit Marksman: Starting turn.
09:00:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:00:25
SQ
defensive score: 1.84425
09:00:25
SQ
defensive threshold: 2.92683
09:00:25
SQ
-> Behaviors to pick from:
Attack.Bow (12.55)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (12.55)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:00:25
SQ
-> Behavior picked: Attack.Bow (12.55)
09:00:25
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:00:25
SQ
Bandit Marksman uses skill Quick Shot
09:00:26
SQ
defensive score: 1.84425
09:00:26
SQ
defensive threshold: 2.92683
09:00:26
SQ
-> Behaviors to pick from:
Attack.Bow (12.4742)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), BreakFree (0)
Attack.Bow (12.4742)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), BreakFree (0)
09:00:26
SQ
-> Behavior picked: Attack.Bow (12.4742)
09:00:26
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:00:26
SQ
Bandit Marksman uses skill Quick Shot
09:00:27
SQ
defensive score: 1.84425
09:00:27
SQ
defensive threshold: 2.92683
09:00:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Reload (0), Attack.Bow (0)
09:00:27
SQ
-> Behavior picked: Idle (1)
09:00:27
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:00:27
SQ
* ---------------------------------------------------
09:00:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:00:27
SQ
Turn started for Bandit Marksman
09:00:27
SQ
*
09:00:27
SQ
* Bandit Marksman: Starting turn.
09:00:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:00:28
SQ
defensive score: 1.84425
09:00:28
SQ
defensive threshold: 2.92683
09:00:28
SQ
-> Behaviors to pick from:
Attack.Bow (12.55)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (12.55)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:00:28
SQ
-> Behavior picked: Attack.Bow (12.55)
09:00:28
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:00:28
SQ
Bandit Marksman uses skill Quick Shot
09:00:29
SQ
defensive score: 1.84425
09:00:29
SQ
defensive threshold: 2.92683
09:00:29
SQ
-> Behaviors to pick from:
Attack.Bow (12.4742)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), BreakFree (0)
Attack.Bow (12.4742)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), BreakFree (0)
09:00:29
SQ
-> Behavior picked: Attack.Bow (12.4742)
09:00:29
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:00:29
SQ
Bandit Marksman uses skill Quick Shot
09:00:30
SQ
defensive score: 1.84425
09:00:30
SQ
defensive threshold: 2.92683
09:00:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Reload (0), Attack.Bow (0)
09:00:30
SQ
-> Behavior picked: Idle (1)
09:00:30
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:00:30
SQ
* ---------------------------------------------------
09:00:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:30
SQ
Turn started for Bandit Raider
09:00:30
SQ
*
09:00:30
SQ
* Bandit Raider: Starting turn.
09:00:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:30
SQ
defensive score: 1.84425
09:00:30
SQ
defensive threshold: 2.92683
09:00:30
SQ
-> Behaviors to pick from:
Engage.Melee (110)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (110)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:30
SQ
-> Behavior picked: Engage.Melee (110)
09:00:31
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:00:32
SQ
* Bandit Raider: Reached engage destination
09:00:32
SQ
defensive score: 1.84425
09:00:32
SQ
defensive threshold: 2.92683
09:00:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:32
SQ
-> Behavior picked: Idle (1)
09:00:32
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:00:32
SQ
* ---------------------------------------------------
09:00:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:32
SQ
Turn started for Bandit Raider
09:00:32
SQ
*
09:00:32
SQ
* Bandit Raider: Starting turn.
09:00:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:33
SQ
defensive score: 1.84425
09:00:33
SQ
defensive threshold: 2.92683
09:00:33
SQ
-> Behaviors to pick from:
Engage.Melee (113.143)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (113.143)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:33
SQ
-> Behavior picked: Engage.Melee (113.143)
09:00:33
SQ
* Bandit Raider: Engaging to melee range with Bjarne (not visible), accepted_distance=0
09:00:34
SQ
* Bandit Raider: Reached engage destination
09:00:34
SQ
defensive score: 1.84425
09:00:34
SQ
defensive threshold: 2.92683
09:00:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:34
SQ
-> Behavior picked: Idle (1)
09:00:34
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
09:00:34
SQ
* ---------------------------------------------------
09:00:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:34
SQ
Turn started for Bandit Raider
09:00:34
SQ
*
09:00:34
SQ
* Bandit Raider: Starting turn.
09:00:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:35
SQ
defensive score: 1.84425
09:00:35
SQ
defensive threshold: 2.92683
09:00:35
SQ
-> Behaviors to pick from:
Engage.Melee (61.9763)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (61.9763)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:35
SQ
-> Behavior picked: Engage.Melee (61.9763)
09:00:35
SQ
* Bandit Raider: Engaging to melee range with Winrich (visible), accepted_distance=0
09:00:37
SQ
* Bandit Raider: Reached engage destination
09:00:37
SQ
defensive score: 1.84425
09:00:37
SQ
defensive threshold: 2.92683
09:00:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:37
SQ
-> Behavior picked: Idle (1)
09:00:37
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:00:37
SQ
* ---------------------------------------------------
09:00:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:37
SQ
Turn started for Bandit Raider
09:00:37
SQ
*
09:00:37
SQ
* Bandit Raider: Starting turn.
09:00:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:37
SQ
defensive score: 1.84425
09:00:37
SQ
defensive threshold: 2.92683
09:00:37
SQ
-> Behaviors to pick from:
Engage.Melee (186.154)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (186.154)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:37
SQ
-> Behavior picked: Engage.Melee (186.154)
09:00:37
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:00:38
SQ
* Bandit Raider: Reached engage destination
09:00:38
SQ
defensive score: 1.84425
09:00:38
SQ
defensive threshold: 2.92683
09:00:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:38
SQ
-> Behavior picked: Idle (1)
09:00:39
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:00:39
SQ
* ---------------------------------------------------
09:00:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:00:39
SQ
Turn started for Bandit Thug
09:00:39
SQ
*
09:00:39
SQ
* Bandit Thug: Starting turn.
09:00:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:00:39
SQ
defensive score: 1.84425
09:00:39
SQ
defensive threshold: 2.92683
09:00:39
SQ
-> Behaviors to pick from:
Engage.Melee (139.615)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (139.615)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:39
SQ
-> Behavior picked: Engage.Melee (139.615)
09:00:39
SQ
* Bandit Thug: Engaging to melee range with Thorismund Balduric (not visible), accepted_distance=0
09:00:41
SQ
* Bandit Thug: Reached engage destination
09:00:41
SQ
defensive score: 1.84425
09:00:41
SQ
defensive threshold: 2.92683
09:00:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:41
SQ
-> Behavior picked: Idle (1)
09:00:41
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:00:41
SQ
* ---------------------------------------------------
09:00:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:41
SQ
Turn started for Bandit Raider
09:00:41
SQ
*
09:00:41
SQ
* Bandit Raider: Starting turn.
09:00:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:41
SQ
defensive score: 1.84425
09:00:41
SQ
defensive threshold: 2.92683
09:00:41
SQ
-> Behaviors to pick from:
Engage.Melee (113.235)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (113.235)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
09:00:41
SQ
-> Behavior picked: Engage.Melee (113.235)
09:00:41
SQ
* Bandit Raider: Engaging to melee range with Thorismund Balduric (not visible), accepted_distance=0
09:00:43
SQ
* Bandit Raider: Reached engage destination
09:00:43
SQ
defensive score: 1.84425
09:00:43
SQ
defensive threshold: 2.92683
09:00:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
09:00:43
SQ
-> Behavior picked: Idle (1)
09:00:43
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:00:43
SQ
* ---------------------------------------------------
09:00:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:43
SQ
Turn started for Bandit Raider
09:00:43
SQ
*
09:00:43
SQ
* Bandit Raider: Starting turn.
09:00:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:43
SQ
defensive score: 1.84425
09:00:43
SQ
defensive threshold: 2.92683
09:00:44
SQ
-> Behaviors to pick from:
Engage.Melee (110.87)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (110.87)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:44
SQ
-> Behavior picked: Engage.Melee (110.87)
09:00:44
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
09:00:45
SQ
* Bandit Raider: Reached engage destination
09:00:45
SQ
defensive score: 1.84425
09:00:45
SQ
defensive threshold: 2.92683
09:00:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:45
SQ
-> Behavior picked: Idle (1)
09:00:45
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
09:00:45
SQ
* ---------------------------------------------------
09:00:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:46
SQ
Turn started for Bandit Raider
09:00:46
SQ
*
09:00:46
SQ
* Bandit Raider: Starting turn.
09:00:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:46
SQ
defensive score: 1.84425
09:00:46
SQ
defensive threshold: 2.92683
09:00:46
SQ
-> Behaviors to pick from:
Engage.Melee (138.889)(*), SwitchTo.Ranged (103.821)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (138.889)(*), SwitchTo.Ranged (103.821)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
09:00:46
SQ
-> Behavior picked: Engage.Melee (138.889)
09:00:47
SQ
* Bandit Raider: Engaging to melee range with Svein (visible), accepted_distance=0
09:00:48
SQ
* Bandit Raider: Reached engage destination
09:00:49
SQ
defensive score: 1.84425
09:00:49
SQ
defensive threshold: 2.92683
09:00:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
09:00:49
SQ
-> Behavior picked: Idle (1)
09:00:49
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:00:49
SQ
* ---------------------------------------------------
09:00:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:00:50
SQ
Turn started for Bandit Thug
09:00:50
SQ
*
09:00:50
SQ
* Bandit Thug: Starting turn.
09:00:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:00:50
SQ
defensive score: 1.84425
09:00:50
SQ
defensive threshold: 2.92683
09:00:50
SQ
-> Behaviors to pick from:
Engage.Melee (174.167)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (174.167)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:50
SQ
-> Behavior picked: Engage.Melee (174.167)
09:00:50
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:00:51
SQ
* Bandit Thug: Reached engage destination
09:00:51
SQ
defensive score: 1.84425
09:00:51
SQ
defensive threshold: 2.92683
09:00:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:51
SQ
-> Behavior picked: Idle (1)
09:00:51
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:00:51
SQ
* ---------------------------------------------------
09:00:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:00:52
SQ
Turn started for Bandit Thug
09:00:52
SQ
*
09:00:52
SQ
* Bandit Thug: Starting turn.
09:00:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:00:52
SQ
defensive score: 1.84425
09:00:52
SQ
defensive threshold: 2.92683
09:00:52
SQ
-> Behaviors to pick from:
Engage.Melee (165)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (165)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:52
SQ
-> Behavior picked: Engage.Melee (165)
09:00:52
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:00:52
SQ
* Bandit Thug: Reached engage destination
09:00:52
SQ
defensive score: 1.84425
09:00:52
SQ
defensive threshold: 2.92683
09:00:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:52
SQ
-> Behavior picked: Idle (1)
09:00:52
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:00:52
SQ
* ---------------------------------------------------
09:00:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:53
SQ
Turn started for Bandit Raider
09:00:53
SQ
*
09:00:53
SQ
* Bandit Raider: Starting turn.
09:00:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:53
SQ
defensive score: 1.84425
09:00:53
SQ
defensive threshold: 2.92683
09:00:53
SQ
-> Behaviors to pick from:
Engage.Melee (181.923)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (181.923)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:00:53
SQ
-> Behavior picked: Engage.Melee (181.923)
09:00:53
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:00:55
SQ
* Bandit Raider: Reached engage destination
09:00:55
SQ
defensive score: 1.84425
09:00:55
SQ
defensive threshold: 2.92683
09:00:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:00:55
SQ
-> Behavior picked: Idle (1)
09:00:55
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:00:55
SQ
* ---------------------------------------------------
09:00:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:55
SQ
Turn started for Bandit Raider
09:00:55
SQ
*
09:00:55
SQ
* Bandit Raider: Starting turn.
09:00:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:56
SQ
defensive score: 1.84425
09:00:56
SQ
defensive threshold: 2.92683
09:00:56
SQ
-> Behaviors to pick from:
Engage.Melee (134.75)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (134.75)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
09:00:56
SQ
-> Behavior picked: SwitchTo.Ranged (109.286)
09:00:56
SQ
* Bandit Raider: Switching to ranged weapon!
09:00:56
SQ
defensive score: 1.84425
09:00:56
SQ
defensive threshold: 2.92683
09:00:56
SQ
-> Behaviors to pick from:
Engage.Melee (178.571)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (178.571)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
09:00:56
SQ
-> Behavior picked: Engage.Melee (178.571)
09:00:56
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
09:00:57
SQ
* Bandit Raider: Reached engage destination
09:00:57
SQ
defensive score: 1.84425
09:00:57
SQ
defensive threshold: 2.92683
09:00:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
09:00:57
SQ
-> Behavior picked: Idle (1)
09:00:57
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:00:57
SQ
* ---------------------------------------------------
09:00:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:00:57
SQ
Turn started for Bandit Raider
09:00:57
SQ
*
09:00:57
SQ
* Bandit Raider: Starting turn.
09:00:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:00:58
SQ
defensive score: 1.84425
09:00:58
SQ
defensive threshold: 2.92683
09:00:58
SQ
-> Behaviors to pick from:
Engage.Melee (238.857)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (238.857)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
09:00:58
SQ
-> Behavior picked: Engage.Melee (238.857)
09:00:58
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:00:59
SQ
* Bandit Raider: Reached engage destination
09:00:59
SQ
defensive score: 1.84425
09:00:59
SQ
defensive threshold: 2.92683
09:01:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
09:01:00
SQ
-> Behavior picked: Idle (1)
09:01:00
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
09:01:00
SQ
* ---------------------------------------------------
09:01:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:01:00
SQ
Turn started for Bandit Thug
09:01:00
SQ
*
09:01:00
SQ
* Bandit Thug: Starting turn.
09:01:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:01:00
SQ
defensive score: 1.84425
09:01:00
SQ
defensive threshold: 2.92683
09:01:01
SQ
-> Behaviors to pick from:
Engage.Melee (150.652)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (150.652)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:01:01
SQ
-> Behavior picked: Engage.Melee (150.652)
09:01:01
SQ
* Bandit Thug: Engaging to melee range with Svein (visible), accepted_distance=0
09:01:02
SQ
* Bandit Thug: Reached engage destination
09:01:02
SQ
defensive score: 1.84425
09:01:02
SQ
defensive threshold: 2.92683
09:01:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:01:02
SQ
-> Behavior picked: Idle (1)
09:01:02
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:01:02
SQ
* ---------------------------------------------------
09:01:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Wolf - Locked: true)
09:01:02
SQ
Turn started for The Wolf
09:01:02
SQ
*
09:01:02
SQ
* The Wolf: Starting turn.
09:01:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Wolf)
09:01:03
SQ
defensive score: 1.84425
09:01:03
SQ
defensive threshold: 2.92683
09:01:03
SQ
-> Behaviors to pick from:
Engage.Melee (119.429)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (119.429)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
09:01:03
SQ
-> Behavior picked: Engage.Melee (119.429)
09:01:03
SQ
* The Wolf: Engaging to melee range with Svein (not visible), accepted_distance=0
09:01:04
SQ
* The Wolf: Reached engage destination
09:01:04
SQ
defensive score: 1.84425
09:01:04
SQ
defensive threshold: 2.92683
09:01:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
09:01:04
SQ
-> Behavior picked: Idle (1)
09:01:04
SQ
* The Wolf: Ending Turn with 0 of 9 AP left.
09:01:04
SQ
* ---------------------------------------------------
09:01:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:01:04
SQ
Turn started for Thorismund Balduric
09:01:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:01:16
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Raider]
09:01:16
SQ
Thorismund Balduric uses skill Shoot Bolt
09:01:17
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
09:01:17
SQ
Thorismund Balduric uses skill Reload
09:01:17
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
09:01:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:01:18
SQ
Turn started for Bandit Raider
09:01:18
SQ
*
09:01:18
SQ
* Bandit Raider: Starting turn.
09:01:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:01:18
SQ
defensive score: 1.84425
09:01:18
SQ
defensive threshold: 2.92683
09:01:18
SQ
-> Behaviors to pick from:
Engage.Melee (130.087)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (130.087)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:01:18
SQ
-> Behavior picked: Engage.Melee (130.087)
09:01:19
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:01:20
SQ
* Bandit Raider: Reached engage destination
09:01:20
SQ
defensive score: 1.84425
09:01:20
SQ
defensive threshold: 2.92683
09:01:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:01:20
SQ
-> Behavior picked: Idle (1)
09:01:20
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
09:01:20
SQ
* ---------------------------------------------------
09:01:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:01:20
SQ
Turn started for Bandit Raider
09:01:20
SQ
*
09:01:20
SQ
* Bandit Raider: Starting turn.
09:01:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:01:21
SQ
defensive score: 1.84425
09:01:21
SQ
defensive threshold: 2.92683
09:01:21
SQ
-> Behaviors to pick from:
Engage.Melee (162.25)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (162.25)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
09:01:21
SQ
-> Behavior picked: Engage.Melee (162.25)
09:01:21
SQ
* Bandit Raider: Engaging to melee range with Svein (not visible), accepted_distance=0
09:01:22
SQ
* Bandit Raider: Reached engage destination
09:01:22
SQ
defensive score: 1.84425
09:01:22
SQ
defensive threshold: 2.92683
09:01:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
09:01:22
SQ
-> Behavior picked: Idle (1)
09:01:22
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:01:22
SQ
* ---------------------------------------------------
09:01:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:01:23
SQ
Turn started for Torleif
09:01:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:01:27
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
09:01:27
SQ
Torleif uses skill Quick Shot
09:01:27
SQ
Bandit Raider has died.
09:01:29
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
09:01:29
SQ
Torleif uses skill Quick Shot
09:01:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:01:29
SQ
Turn started for Alfgeir
09:01:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:01:32
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
09:01:32
SQ
Alfgeir uses skill Spearwall
09:01:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:01:34
SQ
Turn started for Alantyr the Swift
09:01:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:01:38
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
09:01:38
SQ
Alantyr the Swift uses skill Quick Shot
09:01:40
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
09:01:40
SQ
Alantyr the Swift uses skill Quick Shot
09:01:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:01:41
SQ
Turn started for Palaemon the Oldguard
09:01:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:01:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:01:45
SQ
Turn started for Winrich
09:01:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:01:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:01:46
SQ
Turn started for Gerhard
09:01:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:01:49
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
09:01:49
SQ
Gerhard uses skill Spearwall
09:01:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:01:50
SQ
Turn started for Svein
09:01:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:01:53
SQ
[Svein] executes skill [Spearwall] on target [Svein]
09:01:53
SQ
Svein uses skill Spearwall
09:01:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:01:55
SQ
Turn started for Gunnar the Hound
09:01:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:01:57
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
09:01:57
SQ
Gunnar the Hound uses skill Spearwall
09:01:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:01:59
SQ
Turn started for Bjarne
09:02:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:02:03
SQ
INFO: Next round issued: 2
09:02:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:02:03
SQ
Turn started for Bandit Raider
09:02:03
SQ
*
09:02:03
SQ
* Bandit Raider: Starting turn.
09:02:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:02:03
SQ
defensive score: 1.85363
09:02:03
SQ
defensive threshold: 2.92373
09:02:04
SQ
-> Behaviors to pick from:
Engage.Melee (137.361)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
Engage.Melee (137.361)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
09:02:04
SQ
-> Behavior picked: Engage.Melee (137.361)
09:02:04
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (not visible), accepted_distance=0
09:02:05
SQ
* Bandit Raider: Reached engage destination
09:02:05
SQ
defensive score: 1.85363
09:02:05
SQ
defensive threshold: 2.92373
09:02:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0)
09:02:05
SQ
-> Behavior picked: Idle (1)
09:02:05
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:02:05
SQ
* ---------------------------------------------------
09:02:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:02:06
SQ
Turn started for Bandit Raider
09:02:06
SQ
*
09:02:06
SQ
* Bandit Raider: Starting turn.
09:02:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:02:06
SQ
defensive score: 1.85363
09:02:06
SQ
defensive threshold: 2.92373
09:02:06
SQ
-> Behaviors to pick from:
Engage.Melee (135.988)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (135.988)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:02:06
SQ
-> Behavior picked: Engage.Melee (135.988)
09:02:07
SQ
* Bandit Raider: Engaging to melee range with Bjarne (not visible), accepted_distance=0
09:02:08
SQ
* Bandit Raider: Reached engage destination
09:02:08
SQ
defensive score: 1.77304
09:02:08
SQ
defensive threshold: 2.92373
09:02:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:02:08
SQ
-> Behavior picked: Idle (1)
09:02:08
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:02:08
SQ
* ---------------------------------------------------
09:02:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:02:08
SQ
Turn started for Bandit Raider
09:02:08
SQ
*
09:02:08
SQ
* Bandit Raider: Starting turn.
09:02:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:02:09
SQ
defensive score: 1.77304
09:02:09
SQ
defensive threshold: 2.92373
09:02:09
SQ
-> Behaviors to pick from:
Engage.Melee (86.7607)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (86.7607)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:02:09
SQ
-> Behavior picked: Engage.Melee (86.7607)
09:02:09
SQ
* Bandit Raider: Engaging to melee range with Gerhard (not visible), accepted_distance=0
09:02:10
SQ
* Bandit Raider: Reached engage destination
09:02:12
SQ
defensive score: 1.77304
09:02:12
SQ
defensive threshold: 2.92373
09:02:12
SQ
-> Behaviors to pick from:
Engage.Melee (114.482)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (114.482)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
09:02:12
SQ
-> Behavior picked: Engage.Melee (114.482)
09:02:12
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:02:12
SQ
* Bandit Raider: Reached engage destination
09:02:14
SQ
defensive score: 1.77304
09:02:14
SQ
defensive threshold: 2.92373
09:02:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
09:02:14
SQ
-> Behavior picked: Idle (1)
09:02:14
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:02:14
SQ
* ---------------------------------------------------
09:02:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:02:14
SQ
Turn started for Bandit Raider
09:02:14
SQ
*
09:02:14
SQ
* Bandit Raider: Starting turn.
09:02:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:02:14
SQ
defensive score: 1.77304
09:02:14
SQ
defensive threshold: 2.92373
09:02:14
SQ
-> Behaviors to pick from:
Engage.Melee (87.7696)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (87.7696)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:02:14
SQ
-> Behavior picked: Engage.Melee (87.7696)
09:02:15
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:02:16
SQ
* Bandit Raider: Reached engage destination
09:02:17
SQ
defensive score: 1.77304
09:02:17
SQ
defensive threshold: 2.92373
09:02:17
SQ
-> Behaviors to pick from:
Engage.Melee (114.482)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (114.482)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
09:02:17
SQ
-> Behavior picked: Engage.Melee (114.482)
09:02:17
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:02:18
SQ
* Bandit Raider: Reached engage destination
09:02:19
SQ
defensive score: 1.77304
09:02:19
SQ
defensive threshold: 2.92373
09:02:19
SQ
-> Behaviors to pick from:
Engage.Melee (114.482)(*), Idle (1), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0)
Engage.Melee (114.482)(*), Idle (1), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0)
09:02:19
SQ
-> Behavior picked: Engage.Melee (114.482)
09:02:19
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:02:20
SQ
* Bandit Raider: Reached engage destination
09:02:20
SQ
defensive score: 1.69245
09:02:20
SQ
defensive threshold: 2.92373
09:02:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Engage.Melee (0)
09:02:20
SQ
-> Behavior picked: Idle (1)
09:02:20
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:02:20
SQ
* ---------------------------------------------------
09:02:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:02:21
SQ
Turn started for Bandit Marksman
09:02:21
SQ
*
09:02:21
SQ
* Bandit Marksman: Starting turn.
09:02:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:02:21
SQ
defensive score: 1.69245
09:02:21
SQ
defensive threshold: 2.92373
09:02:21
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
09:02:21
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (22.5457)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
Engage.Ranged (75)(*), Attack.Bow (22.5457)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
09:02:21
SQ
-> Behavior picked: Engage.Ranged (75)
09:02:21
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Alantyr the Swift (not visible)
09:02:22
SQ
defensive score: 1.69245
09:02:22
SQ
defensive threshold: 2.92373
09:02:22
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:02:22
SQ
-> Behaviors to pick from:
Attack.Bow (15.3177)(*), Idle (1), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), Engage.Ranged (0)
Attack.Bow (15.3177)(*), Idle (1), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), Engage.Ranged (0)
09:02:22
SQ
-> Behavior picked: Attack.Bow (15.3177)
09:02:22
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:02:22
SQ
Bandit Marksman uses skill Quick Shot
09:02:25
SQ
defensive score: 1.69245
09:02:25
SQ
defensive threshold: 2.92373
09:02:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), BreakFree (0), Attack.Bow (0)
09:02:25
SQ
-> Behavior picked: Idle (1)
09:02:25
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:02:25
SQ
* ---------------------------------------------------
09:02:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:02:25
SQ
Turn started for Bandit Raider
09:02:25
SQ
*
09:02:25
SQ
* Bandit Raider: Starting turn.
09:02:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:02:25
SQ
defensive score: 1.69245
09:02:25
SQ
defensive threshold: 2.92373
09:02:25
SQ
-> Behaviors to pick from:
Engage.Melee (110.47)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (110.47)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:02:25
SQ
-> Behavior picked: Engage.Melee (110.47)
09:02:25
SQ
* Bandit Raider: Engaging to melee range with Winrich (visible), accepted_distance=0
09:02:25
SQ
Skill [Hidden] removed from [Bandit Raider].
09:02:26
SQ
* Bandit Raider: Reached engage destination
09:02:26
SQ
-> Behaviors to pick from:
Attack.KnockOut (43.7174)(*), Attack.Default (43.4885)(*), Idle (1), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Attack.KnockOut (43.7174)(*), Attack.Default (43.4885)(*), Idle (1), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:02:26
SQ
-> Behavior picked: Attack.Default (43.4885)
09:02:27
SQ
* Bandit Raider: Using Bash against Winrich!
09:02:27
SQ
Bandit Raider uses skill Bash
09:02:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.KnockOut (0)
Idle (1)(*), Attack.Split (0), Defend (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.KnockOut (0)
09:02:27
SQ
-> Behavior picked: Idle (1)
09:02:27
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:02:27
SQ
* ---------------------------------------------------
09:02:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:02:28
SQ
Turn started for Bandit Marksman
09:02:28
SQ
*
09:02:28
SQ
* Bandit Marksman: Starting turn.
09:02:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:02:28
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:02:28
SQ
-> Behaviors to pick from:
Attack.Bow (27.9294)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
Attack.Bow (27.9294)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
09:02:28
SQ
-> Behavior picked: Attack.Bow (27.9294)
09:02:29
SQ
* Bandit Marksman: Using Aimed Shot against Winrich!
09:02:29
SQ
Bandit Marksman uses skill Aimed Shot
09:02:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Bow (0)
09:02:32
SQ
-> Behavior picked: Idle (1)
09:02:32
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:02:32
SQ
* ---------------------------------------------------
09:02:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:02:32
SQ
Turn started for Bandit Thug
09:02:32
SQ
*
09:02:32
SQ
* Bandit Thug: Starting turn.
09:02:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:02:33
SQ
-> Behaviors to pick from:
Engage.Melee (83.7337)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (83.7337)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:02:33
SQ
-> Behavior picked: Engage.Melee (83.7337)
09:02:33
SQ
* Bandit Thug: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
09:02:34
SQ
Skill [Hidden] removed from [Bandit Thug].
09:02:34
SQ
* Bandit Thug: Reached engage destination
09:02:35
SQ
-> Behaviors to pick from:
Engage.Melee (110.534)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (110.534)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
09:02:35
SQ
-> Behavior picked: Engage.Melee (110.534)
09:02:35
SQ
* Bandit Thug: Engaging to melee range with Alfgeir (visible), accepted_distance=0
09:02:35
SQ
Skill [Hidden] removed from [Bandit Thug].
09:02:36
SQ
* Bandit Thug: Reached engage destination
09:02:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
09:02:36
SQ
-> Behavior picked: Idle (1)
09:02:36
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:02:36
SQ
* ---------------------------------------------------
09:02:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:02:36
SQ
Turn started for Bandit Raider
09:02:36
SQ
*
09:02:36
SQ
* Bandit Raider: Starting turn.
09:02:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:02:37
SQ
-> Behaviors to pick from:
Engage.Melee (100.079)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (100.079)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:02:37
SQ
-> Behavior picked: Engage.Melee (100.079)
09:02:37
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:02:39
SQ
* Bandit Raider: Reached engage destination
09:02:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:02:39
SQ
-> Behavior picked: Idle (1)
09:02:39
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:02:39
SQ
* ---------------------------------------------------
09:02:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:02:39
SQ
Turn started for Bandit Marksman
09:02:39
SQ
*
09:02:39
SQ
* Bandit Marksman: Starting turn.
09:02:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:02:39
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
09:02:39
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (21.398)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
Engage.Ranged (75)(*), Attack.Bow (21.398)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
09:02:39
SQ
-> Behavior picked: Engage.Ranged (75)
09:02:39
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (not visible)
09:02:40
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:02:40
SQ
-> Behaviors to pick from:
Attack.Bow (30.3688)(*), Idle (1), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), Engage.Ranged (0)
Attack.Bow (30.3688)(*), Idle (1), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), Engage.Ranged (0)
09:02:40
SQ
-> Behavior picked: Attack.Bow (30.3688)
09:02:41
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:02:41
SQ
Bandit Marksman uses skill Quick Shot
09:02:43
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:02:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), BreakFree (0), Attack.Bow (0)
09:02:43
SQ
-> Behavior picked: Idle (1)
09:02:43
SQ
* Bandit Marksman: Ending Turn with 2 of 9 AP left.
09:02:43
SQ
* ---------------------------------------------------
09:02:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:02:43
SQ
Turn started for Bandit Marksman
09:02:43
SQ
*
09:02:43
SQ
* Bandit Marksman: Starting turn.
09:02:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:02:43
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:02:44
SQ
-> Behaviors to pick from:
Attack.Bow (46.1456)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
Attack.Bow (46.1456)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
09:02:44
SQ
-> Behavior picked: Attack.Bow (46.1456)
09:02:44
SQ
* Bandit Marksman: Using Aimed Shot against Alantyr the Swift!
09:02:44
SQ
Bandit Marksman uses skill Aimed Shot
09:02:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Bow (0)
09:02:45
SQ
-> Behavior picked: Idle (1)
09:02:45
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:02:45
SQ
* ---------------------------------------------------
09:02:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:02:46
SQ
Turn started for Bandit Thug
09:02:46
SQ
*
09:02:46
SQ
* Bandit Thug: Starting turn.
09:02:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:02:46
SQ
-> Behaviors to pick from:
Engage.Melee (166.75)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (166.75)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:02:46
SQ
-> Behavior picked: Engage.Melee (166.75)
09:02:47
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:02:48
SQ
* Bandit Thug: Reached engage destination
09:02:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:02:48
SQ
-> Behavior picked: Idle (1)
09:02:48
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:02:48
SQ
* ---------------------------------------------------
09:02:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:02:48
SQ
Turn started for Bandit Raider
09:02:49
SQ
*
09:02:49
SQ
* Bandit Raider: Starting turn.
09:02:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:02:49
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (215.284)(*), Engage.Melee (162.5)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
SwitchTo.Ranged (215.284)(*), Engage.Melee (162.5)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
09:02:49
SQ
-> Behavior picked: SwitchTo.Ranged (215.284)
09:02:49
SQ
* Bandit Raider: Switching to ranged weapon!
09:02:50
SQ
-> Behaviors to pick from:
Attack.Default (20.2376)(*), Idle (1), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Attack.Default (20.2376)(*), Idle (1), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
09:02:50
SQ
-> Behavior picked: Attack.Default (20.2376)
09:02:50
SQ
* Bandit Raider: Using Throw Javelin against Thorismund Balduric!
09:02:50
SQ
Bandit Raider uses skill Throw Javelin
09:02:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
Idle (1)(*), Flee (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
09:02:51
SQ
-> Behavior picked: Idle (1)
09:02:51
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:02:51
SQ
* ---------------------------------------------------
09:02:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:02:51
SQ
Turn started for Bandit Thug
09:02:51
SQ
*
09:02:51
SQ
* Bandit Thug: Starting turn.
09:02:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:02:51
SQ
-> Behaviors to pick from:
Engage.Melee (104.773)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (104.773)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:02:51
SQ
-> Behavior picked: Engage.Melee (104.773)
09:02:51
SQ
* Bandit Thug: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
09:02:52
SQ
Skill [Hidden] removed from [Bandit Thug].
09:02:52
SQ
* Bandit Thug: Reached engage destination
09:02:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:02:52
SQ
-> Behavior picked: Idle (1)
09:02:52
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:02:52
SQ
* ---------------------------------------------------
09:02:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:02:53
SQ
Turn started for Ragnar the Blade
09:02:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:02:58
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
09:02:58
SQ
Ragnar the Blade uses skill Quick Shot
09:03:00
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
09:03:00
SQ
Ragnar the Blade uses skill Quick Shot
09:03:01
SQ
Bandit Raider has died.
09:03:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:03:01
SQ
Turn started for Bandit Raider
09:03:01
SQ
*
09:03:01
SQ
* Bandit Raider: Starting turn.
09:03:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:03:01
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (203.953)(*), Engage.Melee (108.611)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
SwitchTo.Ranged (203.953)(*), Engage.Melee (108.611)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
09:03:01
SQ
-> Behavior picked: Engage.Melee (108.611)
09:03:02
SQ
* Bandit Raider: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
09:03:03
SQ
* Bandit Raider: Reached engage destination
09:03:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Idle (1)(*), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
09:03:03
SQ
-> Behavior picked: Idle (1)
09:03:03
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:03:03
SQ
* ---------------------------------------------------
09:03:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:03:03
SQ
Turn started for Bandit Raider
09:03:03
SQ
*
09:03:03
SQ
* Bandit Raider: Starting turn.
09:03:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:03:04
SQ
-> Behaviors to pick from:
Engage.Melee (97.1172)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (97.1172)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:03:04
SQ
-> Behavior picked: Engage.Melee (97.1172)
09:03:04
SQ
* Bandit Raider: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
09:03:04
SQ
Skill [Hidden] removed from [Bandit Raider].
09:03:05
SQ
* Bandit Raider: Reached engage destination
09:03:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:03:05
SQ
-> Behavior picked: Idle (1)
09:03:05
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:03:05
SQ
* ---------------------------------------------------
09:03:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:03:05
SQ
Turn started for Bandit Raider
09:03:05
SQ
*
09:03:05
SQ
* Bandit Raider: Starting turn.
09:03:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:03:06
SQ
-> Behaviors to pick from:
Engage.Melee (154.342)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
Engage.Melee (154.342)(*), SwitchTo.Ranged (109.286)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
09:03:06
SQ
-> Behavior picked: SwitchTo.Ranged (109.286)
09:03:06
SQ
* Bandit Raider: Switching to ranged weapon!
09:03:06
SQ
-> Behaviors to pick from:
Engage.Melee (163.421)(*), Idle (1), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Engage.Melee (163.421)(*), Idle (1), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
09:03:06
SQ
-> Behavior picked: Engage.Melee (163.421)
09:03:06
SQ
* Bandit Raider: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
09:03:07
SQ
* Bandit Raider: Reached engage destination
09:03:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Flee (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Flee (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0)
09:03:07
SQ
-> Behavior picked: Idle (1)
09:03:07
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:03:07
SQ
* ---------------------------------------------------
09:03:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:03:07
SQ
Turn started for Bandit Thug
09:03:07
SQ
*
09:03:07
SQ
* Bandit Thug: Starting turn.
09:03:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:03:08
SQ
-> Behaviors to pick from:
Engage.Melee (80.3148)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (80.3148)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:03:08
SQ
-> Behavior picked: Engage.Melee (80.3148)
09:03:08
SQ
* Bandit Thug: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
09:03:09
SQ
* Bandit Thug: Reached engage destination
09:03:11
SQ
-> Behaviors to pick from:
Engage.Melee (125.909)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (125.909)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
09:03:11
SQ
-> Behavior picked: Engage.Melee (125.909)
09:03:11
SQ
* Bandit Thug: Engaging to melee range with Winrich (visible), accepted_distance=0
09:03:11
SQ
Skill [Hidden] removed from [Bandit Thug].
09:03:11
SQ
* Bandit Thug: Reached engage destination
09:03:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
09:03:11
SQ
-> Behavior picked: Idle (1)
09:03:11
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:03:11
SQ
* ---------------------------------------------------
09:03:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:03:11
SQ
Turn started for Bandit Marksman
09:03:11
SQ
*
09:03:11
SQ
* Bandit Marksman: Starting turn.
09:03:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:03:12
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (42.994)(*), Idle (1), SwitchTo.Melee (0), BreakFree (0), Defend (0), Reload (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Retreat (0)
Engage.Ranged (80)(*), Attack.Bow (42.994)(*), Idle (1), SwitchTo.Melee (0), BreakFree (0), Defend (0), Reload (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Retreat (0)
09:03:12
SQ
-> Behavior picked: Attack.Bow (42.994)
09:03:12
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
09:03:12
SQ
Bandit Marksman uses skill Aimed Shot
09:03:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Reload (0), BreakFree (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), Roam (0), Defend.Rotation (0), Retreat (0), Engage.Ranged (0)
Idle (1)(*), Defend (0), Reload (0), BreakFree (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), Roam (0), Defend.Rotation (0), Retreat (0), Engage.Ranged (0)
09:03:14
SQ
-> Behavior picked: Idle (1)
09:03:14
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:03:14
SQ
* ---------------------------------------------------
09:03:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:03:14
SQ
Turn started for Bandit Marksman
09:03:14
SQ
*
09:03:14
SQ
* Bandit Marksman: Starting turn.
09:03:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:03:14
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
09:03:14
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (39.9837)(*), Idle (1), SwitchTo.Melee (0), BreakFree (0), Defend (0), Reload (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Retreat (0)
Engage.Ranged (75)(*), Attack.Bow (39.9837)(*), Idle (1), SwitchTo.Melee (0), BreakFree (0), Defend (0), Reload (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Retreat (0)
09:03:14
SQ
-> Behavior picked: Engage.Ranged (75)
09:03:14
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Alantyr the Swift (not visible)
09:03:14
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:03:14
SQ
-> Behaviors to pick from:
Attack.Bow (29.9933)(*), Idle (1), BreakFree (0), Engage.Melee (0), Defend (0), Reload (0), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0)
Attack.Bow (29.9933)(*), Idle (1), BreakFree (0), Engage.Melee (0), Defend (0), Reload (0), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0)
09:03:14
SQ
-> Behavior picked: Attack.Bow (29.9933)
09:03:14
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:03:14
SQ
Bandit Marksman uses skill Quick Shot
09:03:15
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), Defend (0), Reload (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Retreat (0), Defend (0), Reload (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0)
09:03:15
SQ
-> Behavior picked: Idle (1)
09:03:15
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:03:15
SQ
* ---------------------------------------------------
09:03:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:03:15
SQ
Turn started for Bandit Raider
09:03:15
SQ
*
09:03:15
SQ
* Bandit Raider: Starting turn.
09:03:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:03:16
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (424.223)(*), Engage.Melee (80.7151), Defend.Shieldwall (34.9485), Idle (1), Attack.CrushArmor (0), Flee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
SwitchTo.Ranged (424.223)(*), Engage.Melee (80.7151), Defend.Shieldwall (34.9485), Idle (1), Attack.CrushArmor (0), Flee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
09:03:16
SQ
-> Behavior picked: SwitchTo.Ranged (424.223)
09:03:16
SQ
* Bandit Raider: Switching to ranged weapon!
09:03:16
SQ
-> Behaviors to pick from:
Attack.Default (35.7754)(*), Defend.Shieldwall (35.0971)(*), Idle (1), Attack.CrushArmor (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Attack.Default (35.7754)(*), Defend.Shieldwall (35.0971)(*), Idle (1), Attack.CrushArmor (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
09:03:16
SQ
-> Behavior picked: Defend.Shieldwall (35.0971)
09:03:16
SQ
* Bandit Raider: Using Shieldwall!
09:03:16
SQ
Bandit Raider uses skill Shieldwall
09:03:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
Idle (1)(*), Flee (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
09:03:16
SQ
-> Behavior picked: Idle (1)
09:03:16
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:03:16
SQ
* ---------------------------------------------------
09:03:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:03:16
SQ
Turn started for Palaemon the Oldguard
09:03:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:03:20
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
09:03:20
SQ
Palaemon the Oldguard uses skill Slash
09:03:23
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
09:03:23
SQ
Palaemon the Oldguard uses skill Slash
09:03:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Wolf - Locked: true)
09:03:24
SQ
Turn started for The Wolf
09:03:24
SQ
*
09:03:24
SQ
* The Wolf: Starting turn.
09:03:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Wolf)
09:03:24
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (245.499)(*), Engage.Melee (80.7151)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
SwitchTo.Ranged (245.499)(*), Engage.Melee (80.7151)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
09:03:24
SQ
-> Behavior picked: SwitchTo.Ranged (245.499)
09:03:24
SQ
* The Wolf: Switching to ranged weapon!
09:03:25
SQ
-> Behaviors to pick from:
Attack.Default (37.9988)(*), Idle (1), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Attack.Default (37.9988)(*), Idle (1), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
09:03:25
SQ
-> Behavior picked: Attack.Default (37.9988)
09:03:25
SQ
* The Wolf: Using Throw Axe against Gunnar the Hound!
09:03:25
SQ
The Wolf uses skill Throw Axe
09:03:25
Resource
Loading: sounds/combat/throw_axe_01.wav
09:03:25
Resource
Unloading: sounds/combat/throw_axe_01.wav
09:03:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
Idle (1)(*), Flee (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
09:03:26
SQ
-> Behavior picked: Idle (1)
09:03:26
SQ
* The Wolf: Ending Turn with 1 of 9 AP left.
09:03:26
SQ
* ---------------------------------------------------
09:03:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:03:26
SQ
Turn started for Bandit Raider
09:03:26
SQ
*
09:03:26
SQ
* Bandit Raider: Starting turn.
09:03:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:03:27
SQ
-> Behaviors to pick from:
Defend.Shieldwall (524.617)(*), Engage.Melee (81.9158), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Defend.Shieldwall (524.617)(*), Engage.Melee (81.9158), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:03:27
SQ
-> Behavior picked: Defend.Shieldwall (524.617)
09:03:27
SQ
* Bandit Raider: Using Shieldwall!
09:03:27
SQ
Bandit Raider uses skill Shieldwall
09:03:27
SQ
-> Behaviors to pick from:
Engage.Melee (94.0327)(*), Idle (1), BreakFree (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0)
Engage.Melee (94.0327)(*), Idle (1), BreakFree (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0)
09:03:27
SQ
-> Behavior picked: Engage.Melee (94.0327)
09:03:28
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
09:03:29
SQ
* Bandit Raider: Reached engage destination
09:03:29
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0), Engage.Melee (0)
09:03:29
SQ
-> Behavior picked: Idle (1)
09:03:29
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:03:29
SQ
* ---------------------------------------------------
09:03:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:03:29
SQ
Turn started for Winrich
09:03:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:03:33
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
09:03:33
SQ
Winrich uses skill Slash
09:03:35
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
09:03:35
SQ
Winrich uses skill Slash
09:03:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:03:35
SQ
Turn started for Thorismund Balduric
09:03:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:03:45
UI
equip item: 50857584
09:03:52
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Thug]
09:03:52
SQ
Thorismund Balduric uses skill Impale
09:03:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:03:54
SQ
Turn started for Torleif
09:03:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:04:18
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Thug]
09:04:18
SQ
Torleif uses skill Quick Shot
09:04:20
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Thug]
09:04:20
SQ
Torleif uses skill Quick Shot
09:04:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:04:21
SQ
Turn started for Bjarne
09:04:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:04:24
SQ
[Bjarne] executes skill [Shieldwall] on target [Bjarne]
09:04:24
SQ
Bjarne uses skill Shieldwall
09:04:28
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
09:04:28
SQ
Bjarne uses skill Cleave
09:04:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:04:28
SQ
Turn started for Alfgeir
09:04:28
SQ
Skill [Spearwall] removed from [Alfgeir].
09:04:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:04:34
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
09:04:34
SQ
Alfgeir uses skill Thrust
09:04:36
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
09:04:36
SQ
Alfgeir uses skill Thrust
09:04:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:04:36
SQ
Turn started for Alantyr the Swift
09:04:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:04:46
SQ
[Alantyr the Swift] executes skill [Aimed Shot] on target [Bandit Marksman]
09:04:46
SQ
Alantyr the Swift uses skill Aimed Shot
09:04:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:04:48
SQ
Turn started for Gerhard
09:04:48
SQ
Skill [Spearwall] removed from [Gerhard].
09:04:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:04:53
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
09:04:53
SQ
Gerhard uses skill Thrust
09:04:54
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
09:04:54
SQ
Gerhard uses skill Thrust
09:04:54
SQ
Bandit Raider has died.
09:04:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:04:54
SQ
Turn started for Gunnar the Hound
09:04:54
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
09:04:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:04:58
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
09:04:58
SQ
Gunnar the Hound uses skill Thrust
09:05:00
SQ
[Gunnar the Hound] executes skill [Shieldwall] on target [Gunnar the Hound]
09:05:00
SQ
Gunnar the Hound uses skill Shieldwall
09:05:00
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
09:05:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:05:01
SQ
Turn started for Svein
09:05:01
SQ
Skill [Spearwall] removed from [Svein].
09:05:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:05:03
SQ
[Svein] executes skill [Spearwall] on target [Svein]
09:05:03
SQ
Svein uses skill Spearwall
09:05:05
SQ
INFO: Next round issued: 3
09:05:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:05
SQ
Turn started for Bandit Raider
09:05:05
SQ
*
09:05:05
SQ
* Bandit Raider: Starting turn.
09:05:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:06
SQ
-> Behaviors to pick from:
Defend.Riposte (40.5217)(*), Attack.Default (22.0566)(*), Idle (1), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
Defend.Riposte (40.5217)(*), Attack.Default (22.0566)(*), Idle (1), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
09:05:06
SQ
-> Behavior picked: Defend.Riposte (40.5217)
09:05:06
SQ
* Bandit Raider: Using Riposte!
09:05:06
SQ
Bandit Raider uses skill Riposte
09:05:06
SQ
-> Behaviors to pick from:
Attack.Default (22.0245)(*), Idle (1), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Decapitate (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0)
Attack.Default (22.0245)(*), Idle (1), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Decapitate (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0)
09:05:06
SQ
-> Behavior picked: Attack.Default (22.0245)
09:05:07
SQ
* Bandit Raider: Using Slash against Bjarne!
09:05:07
SQ
Bandit Raider uses skill Slash
09:05:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Attack.Default (0)
09:05:07
SQ
-> Behavior picked: Idle (1)
09:05:07
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:07
SQ
* ---------------------------------------------------
09:05:07
UI
ERROR: Failed to update entity. Reason: Entity id: 2331012 not found.
09:05:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:08
SQ
Turn started for Bandit Raider
09:05:08
SQ
*
09:05:08
SQ
* Bandit Raider: Starting turn.
09:05:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:08
SQ
-> Behaviors to pick from:
Attack.Default (40.5422)(*), Idle (1), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0)
Attack.Default (40.5422)(*), Idle (1), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0)
09:05:08
SQ
-> Behavior picked: Attack.Default (40.5422)
09:05:09
SQ
* Bandit Raider: Using Slash against Gerhard!
09:05:09
SQ
Bandit Raider uses skill Slash
09:05:09
SQ
-> Behaviors to pick from:
Attack.Default (40.5208)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0)
Attack.Default (40.5208)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0)
09:05:09
SQ
-> Behavior picked: Attack.Default (40.5208)
09:05:10
SQ
* Bandit Raider: Using Slash against Gerhard!
09:05:10
SQ
Bandit Raider uses skill Slash
09:05:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.Default (0)
09:05:10
SQ
-> Behavior picked: Idle (1)
09:05:10
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:10
SQ
* ---------------------------------------------------
09:05:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:10
SQ
Turn started for Bandit Raider
09:05:10
SQ
*
09:05:10
SQ
* Bandit Raider: Starting turn.
09:05:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:11
SQ
-> Behaviors to pick from:
Attack.Default (24.7112)(*), Defend.Shieldwall (4.22173), Idle (1), Engage.Melee (0.125), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0), Retreat (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Attack.Puncture (0), Roam (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0)
Attack.Default (24.7112)(*), Defend.Shieldwall (4.22173), Idle (1), Engage.Melee (0.125), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0), Retreat (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Attack.Puncture (0), Roam (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0)
09:05:11
SQ
-> Behavior picked: Attack.Default (24.7112)
09:05:11
SQ
* Bandit Raider: Using Throw Axe against Thorismund Balduric!
09:05:11
SQ
Bandit Raider uses skill Throw Axe
09:05:11
Resource
Loading: sounds/combat/throw_axe_03.wav
09:05:12
Resource
Unloading: sounds/combat/throw_axe_03.wav
09:05:12
SQ
-> Behaviors to pick from:
Attack.Default (24.5709)(*), Defend.Shieldwall (2.08824), Idle (1), Engage.Melee (0.125), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.Puncture (0), Roam (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Rotation (0)
Attack.Default (24.5709)(*), Defend.Shieldwall (2.08824), Idle (1), Engage.Melee (0.125), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.Puncture (0), Roam (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Rotation (0)
09:05:12
SQ
-> Behavior picked: Attack.Default (24.5709)
09:05:12
SQ
* Bandit Raider: Using Throw Axe against Thorismund Balduric!
09:05:12
SQ
Bandit Raider uses skill Throw Axe
09:05:12
Resource
Loading: sounds/combat/throw_axe_02.wav
09:05:13
Resource
Unloading: sounds/combat/throw_axe_02.wav
09:05:14
Resource
Loading: music/bandits_02.music
09:05:14
Resource
Unloading: music/bandits_01.music
09:05:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Defend.Knockback (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Puncture (0), Roam (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Rotation (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Defend.Knockback (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Puncture (0), Roam (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Rotation (0), Attack.Default (0)
09:05:14
SQ
-> Behavior picked: Idle (1)
09:05:14
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:14
SQ
* ---------------------------------------------------
09:05:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:14
SQ
Turn started for Bandit Raider
09:05:14
SQ
*
09:05:14
SQ
* Bandit Raider: Starting turn.
09:05:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:15
SQ
-> Behaviors to pick from:
Attack.Default (33.9233)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.KnockOut (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0)
Attack.Default (33.9233)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.KnockOut (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0)
09:05:15
SQ
-> Behavior picked: Attack.Default (33.9233)
09:05:15
SQ
* Bandit Raider: Using Throw Javelin against Alantyr the Swift!
09:05:15
SQ
Bandit Raider uses skill Throw Javelin
09:05:16
SQ
-> Behaviors to pick from:
Attack.Default (33.3637)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Flee (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0)
Attack.Default (33.3637)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Flee (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0)
09:05:16
SQ
-> Behavior picked: Attack.Default (33.3637)
09:05:16
SQ
* Bandit Raider: Using Throw Javelin against Alantyr the Swift!
09:05:16
SQ
Bandit Raider uses skill Throw Javelin
09:05:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Flee (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Flee (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0)
09:05:18
SQ
-> Behavior picked: Idle (1)
09:05:18
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:18
SQ
* ---------------------------------------------------
09:05:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Wolf - Locked: true)
09:05:18
SQ
Turn started for The Wolf
09:05:18
SQ
*
09:05:18
SQ
* The Wolf: Starting turn.
09:05:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Wolf)
09:05:18
SQ
-> Behaviors to pick from:
Attack.Default (22.5073)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Riposte (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0)
Attack.Default (22.5073)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Riposte (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0)
09:05:18
SQ
-> Behavior picked: Attack.Default (22.5073)
09:05:19
SQ
* The Wolf: Using Throw Axe against Palaemon the Oldguard!
09:05:19
SQ
The Wolf uses skill Throw Axe
09:05:19
Resource
Loading: sounds/combat/throw_axe_02.wav
09:05:19
Resource
Unloading: sounds/combat/throw_axe_02.wav
09:05:20
SQ
-> Behaviors to pick from:
Attack.Default (22.5073)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Defend.Riposte (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0)
Attack.Default (22.5073)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Defend.Riposte (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0)
09:05:20
SQ
-> Behavior picked: Attack.Default (22.5073)
09:05:20
SQ
* The Wolf: Using Throw Axe against Palaemon the Oldguard!
09:05:20
SQ
The Wolf uses skill Throw Axe
09:05:20
Resource
Loading: sounds/combat/throw_axe_01.wav
09:05:21
Resource
Unloading: sounds/combat/throw_axe_01.wav
09:05:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Defend.Riposte (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Defend.Riposte (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0)
09:05:21
SQ
-> Behavior picked: Idle (1)
09:05:21
SQ
* The Wolf: Ending Turn with 1 of 9 AP left.
09:05:21
SQ
* ---------------------------------------------------
09:05:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:22
SQ
Turn started for Bandit Raider
09:05:22
SQ
*
09:05:22
SQ
* Bandit Raider: Starting turn.
09:05:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:22
SQ
-> Behaviors to pick from:
Attack.Default (55.1821)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Defend.Knockback (0), Roam (0), Defend.Rotation (0), Defend.Spearwall (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0)
Attack.Default (55.1821)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Defend.Knockback (0), Roam (0), Defend.Rotation (0), Defend.Spearwall (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0)
09:05:22
SQ
-> Behavior picked: Attack.Default (55.1821)
09:05:23
SQ
* Bandit Raider: Using Flail against Gerhard!
09:05:23
SQ
Bandit Raider uses skill Flail
09:05:23
SQ
-> Behaviors to pick from:
Attack.Default (54.9609)(*), Idle (1), Defend.Knockback (0), Roam (0), Defend.Riposte (0), Defend (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0), Attack.Swing (0)
Attack.Default (54.9609)(*), Idle (1), Defend.Knockback (0), Roam (0), Defend.Riposte (0), Defend (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0), Attack.Swing (0)
09:05:23
SQ
-> Behavior picked: Attack.Default (54.9609)
09:05:23
SQ
* Bandit Raider: Using Flail against Gerhard!
09:05:23
SQ
Bandit Raider uses skill Flail
09:05:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0), Attack.Swing (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0), Attack.Swing (0), Attack.Default (0)
09:05:24
SQ
-> Behavior picked: Idle (1)
09:05:24
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:24
SQ
* ---------------------------------------------------
09:05:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:05:24
SQ
Turn started for Bandit Marksman
09:05:24
SQ
*
09:05:24
SQ
* Bandit Marksman: Starting turn.
09:05:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:05:25
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:05:25
SQ
-> Behaviors to pick from:
Attack.Bow (30.2298)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
Attack.Bow (30.2298)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
09:05:25
SQ
-> Behavior picked: Attack.Bow (30.2298)
09:05:25
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:05:25
SQ
Bandit Marksman uses skill Quick Shot
09:05:27
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:05:27
SQ
-> Behaviors to pick from:
Attack.Bow (33.2796)(*), Idle (1), BreakFree (0), Retreat (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Attack.Puncture (0), Defend.Rotation (0)
Attack.Bow (33.2796)(*), Idle (1), BreakFree (0), Retreat (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Attack.Puncture (0), Defend.Rotation (0)
09:05:27
SQ
-> Behavior picked: Attack.Bow (33.2796)
09:05:27
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:05:27
SQ
Bandit Marksman uses skill Quick Shot
09:05:28
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Attack.Puncture (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Attack.Puncture (0), Retreat (0), Attack.Bow (0)
09:05:28
SQ
-> Behavior picked: Idle (1)
09:05:28
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:05:28
SQ
* ---------------------------------------------------
09:05:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:05:29
SQ
Turn started for Bandit Marksman
09:05:29
SQ
*
09:05:29
SQ
* Bandit Marksman: Starting turn.
09:05:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:05:29
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:05:29
SQ
-> Behaviors to pick from:
Attack.Bow (47.5781)(*), Idle (1), Defend (0), Engage.Ranged (0), Defend.Rotation (0), Reload (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0)
Attack.Bow (47.5781)(*), Idle (1), Defend (0), Engage.Ranged (0), Defend.Rotation (0), Reload (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0)
09:05:29
SQ
-> Behavior picked: Attack.Bow (47.5781)
09:05:30
SQ
* Bandit Marksman: Using Aimed Shot against Alantyr the Swift!
09:05:30
SQ
Bandit Marksman uses skill Aimed Shot
09:05:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Defend.Rotation (0), Reload (0), Flee (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Defend (0), BreakFree (0), Defend.Rotation (0), Reload (0), Flee (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0)
09:05:32
SQ
-> Behavior picked: Idle (1)
09:05:32
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:05:32
SQ
* ---------------------------------------------------
09:05:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:05:32
SQ
Turn started for Bandit Marksman
09:05:32
SQ
*
09:05:32
SQ
* Bandit Marksman: Starting turn.
09:05:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:05:32
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:05:32
SQ
-> Behaviors to pick from:
Attack.Bow (14.435)(*), Idle (1), Defend (0), Engage.Ranged (0), Defend.Rotation (0), Reload (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0)
Attack.Bow (14.435)(*), Idle (1), Defend (0), Engage.Ranged (0), Defend.Rotation (0), Reload (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0)
09:05:32
SQ
-> Behavior picked: Attack.Bow (14.435)
09:05:33
SQ
* Bandit Marksman: Using Aimed Shot against Svein!
09:05:33
SQ
Bandit Marksman uses skill Aimed Shot
09:05:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Defend.Rotation (0), Reload (0), Flee (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Defend (0), BreakFree (0), Defend.Rotation (0), Reload (0), Flee (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0)
09:05:35
SQ
-> Behavior picked: Idle (1)
09:05:35
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:05:35
SQ
* ---------------------------------------------------
09:05:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:05:35
SQ
Turn started for Bandit Thug
09:05:35
SQ
*
09:05:35
SQ
* Bandit Thug: Starting turn.
09:05:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:05:35
SQ
-> Behaviors to pick from:
Engage.Melee (176.25)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
Engage.Melee (176.25)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
09:05:35
SQ
-> Behavior picked: Engage.Melee (176.25)
09:05:36
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:05:37
SQ
* Bandit Thug: Reached engage destination
09:05:37
SQ
-> Behaviors to pick from:
Attack.SplitShield (120.241)(*), Attack.Default (19.8237), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
Attack.SplitShield (120.241)(*), Attack.Default (19.8237), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
09:05:37
SQ
-> Behavior picked: Attack.SplitShield (120.241)
09:05:38
SQ
* Bandit Thug: Using Split Shield against Bjarne!
09:05:38
SQ
Bandit Thug uses skill Split Shield
09:05:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0)
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0)
09:05:38
SQ
-> Behavior picked: Idle (1)
09:05:38
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:05:38
SQ
* ---------------------------------------------------
09:05:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:05:38
SQ
Turn started for Bandit Thug
09:05:38
SQ
*
09:05:38
SQ
* Bandit Thug: Starting turn.
09:05:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:05:39
SQ
-> Behaviors to pick from:
Engage.Melee (158.678)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
Engage.Melee (158.678)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
09:05:39
SQ
-> Behavior picked: Engage.Melee (158.678)
09:05:39
SQ
* Bandit Thug: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
09:05:40
SQ
* Bandit Thug: Reached engage destination
09:05:40
SQ
-> Behaviors to pick from:
Attack.Puncture (27.5589)(*), Attack.Default (26.1943)(*), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
Attack.Puncture (27.5589)(*), Attack.Default (26.1943)(*), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
09:05:40
SQ
-> Behavior picked: Attack.Default (26.1943)
09:05:41
SQ
* Bandit Thug: Using Slash against Palaemon the Oldguard!
09:05:41
SQ
Bandit Thug uses skill Slash
09:05:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0)
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0)
09:05:41
SQ
-> Behavior picked: Idle (1)
09:05:41
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:05:41
SQ
* ---------------------------------------------------
09:05:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:42
SQ
Turn started for Bandit Raider
09:05:42
SQ
*
09:05:42
SQ
* Bandit Raider: Starting turn.
09:05:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:42
SQ
-> Behaviors to pick from:
Engage.Melee (129.026)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
Engage.Melee (129.026)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
09:05:42
SQ
-> Behavior picked: Engage.Melee (129.026)
09:05:42
SQ
* Bandit Raider: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
09:05:43
SQ
* Bandit Raider: Reached engage destination
09:05:43
SQ
-> Behaviors to pick from:
Attack.Default (67.7823)(*), Defend.Shieldwall (46.4894)(*), Idle (1), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
Attack.Default (67.7823)(*), Defend.Shieldwall (46.4894)(*), Idle (1), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
09:05:43
SQ
-> Behavior picked: Defend.Shieldwall (46.4894)
09:05:44
SQ
* Bandit Raider: Using Shieldwall!
09:05:44
SQ
Bandit Raider uses skill Shieldwall
09:05:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
09:05:44
SQ
-> Behavior picked: Idle (1)
09:05:44
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:44
SQ
* ---------------------------------------------------
09:05:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:05:45
SQ
Turn started for Bandit Marksman
09:05:45
SQ
*
09:05:45
SQ
* Bandit Marksman: Starting turn.
09:05:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:05:45
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:05:45
SQ
-> Behaviors to pick from:
Attack.Bow (33.4521)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
Attack.Bow (33.4521)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
09:05:45
SQ
-> Behavior picked: Attack.Bow (33.4521)
09:05:45
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:05:45
SQ
Bandit Marksman uses skill Quick Shot
09:05:46
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:05:46
SQ
-> Behaviors to pick from:
Attack.Bow (33.2051)(*), Idle (1), BreakFree (0), Retreat (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Attack.Puncture (0), Defend.Rotation (0)
Attack.Bow (33.2051)(*), Idle (1), BreakFree (0), Retreat (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Attack.Puncture (0), Defend.Rotation (0)
09:05:46
SQ
-> Behavior picked: Attack.Bow (33.2051)
09:05:46
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:05:46
SQ
Bandit Marksman uses skill Quick Shot
09:05:47
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Attack.Puncture (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Attack.Puncture (0), Retreat (0), Attack.Bow (0)
09:05:47
SQ
-> Behavior picked: Idle (1)
09:05:47
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:05:47
SQ
* ---------------------------------------------------
09:05:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:48
SQ
Turn started for Bandit Raider
09:05:48
SQ
*
09:05:48
SQ
* Bandit Raider: Starting turn.
09:05:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:48
SQ
-> Behaviors to pick from:
Engage.Melee (145.523)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
Engage.Melee (145.523)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
09:05:48
SQ
-> Behavior picked: Engage.Melee (145.523)
09:05:48
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:05:49
SQ
* Bandit Raider: Reached engage destination
09:05:49
SQ
-> Behaviors to pick from:
Attack.SplitShield (59.7108)(*), Attack.Default (56.231)(*), Idle (1), Defend.Shieldwall (0), Defend.Knockback (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Defend.Riposte (0), Roam (0), SwitchTo.Melee (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0)
Attack.SplitShield (59.7108)(*), Attack.Default (56.231)(*), Idle (1), Defend.Shieldwall (0), Defend.Knockback (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Defend.Riposte (0), Roam (0), SwitchTo.Melee (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0)
09:05:49
SQ
-> Behavior picked: Attack.Default (56.231)
09:05:50
SQ
* Bandit Raider: Using Chop against Gerhard!
09:05:50
SQ
Bandit Raider uses skill Chop
09:05:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), BreakFree (0), Defend.Riposte (0), Roam (0), Attack.Default (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.SplitShield (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), BreakFree (0), Defend.Riposte (0), Roam (0), Attack.Default (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.SplitShield (0)
09:05:50
SQ
-> Behavior picked: Idle (1)
09:05:50
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:50
SQ
* ---------------------------------------------------
09:05:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:51
SQ
Turn started for Bandit Raider
09:05:51
SQ
*
09:05:51
SQ
* Bandit Raider: Starting turn.
09:05:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:51
SQ
-> Behaviors to pick from:
Attack.Default (36.1679)(*), Attack.KnockOut (24.5077)(*), Idle (1), Defend.Rotation (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Spearwall (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0)
Attack.Default (36.1679)(*), Attack.KnockOut (24.5077)(*), Idle (1), Defend.Rotation (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Spearwall (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0)
09:05:51
SQ
-> Behavior picked: Attack.KnockOut (24.5077)
09:05:52
SQ
* Bandit Raider: Using Knock Out against Alfgeir!
09:05:52
SQ
Bandit Raider uses skill Knock Out
09:05:52
SQ
-> Behaviors to pick from:
Attack.Default (35.8975)(*), Attack.KnockOut (23.719)(*), Idle (1), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Rotation (0)
Attack.Default (35.8975)(*), Attack.KnockOut (23.719)(*), Idle (1), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Rotation (0)
09:05:52
SQ
-> Behavior picked: Attack.KnockOut (23.719)
09:05:53
SQ
* Bandit Raider: Using Knock Out against Alfgeir!
09:05:53
SQ
Bandit Raider uses skill Knock Out
09:05:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), BreakFree (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Rotation (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), BreakFree (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Rotation (0), Attack.Default (0)
09:05:53
SQ
-> Behavior picked: Idle (1)
09:05:53
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:53
SQ
* ---------------------------------------------------
09:05:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:05:53
SQ
Turn started for Bandit Raider
09:05:53
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:05:53
SQ
*
09:05:53
SQ
* Bandit Raider: Starting turn.
09:05:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:05:54
SQ
-> Behaviors to pick from:
Attack.Default (30.2433)(*), Defend.Shieldwall (1.05274), Idle (1), Engage.Melee (0.00125), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Split (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0)
Attack.Default (30.2433)(*), Defend.Shieldwall (1.05274), Idle (1), Engage.Melee (0.00125), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Split (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0)
09:05:54
SQ
-> Behavior picked: Attack.Default (30.2433)
09:05:54
SQ
* Bandit Raider: Using Throw Axe against Alfgeir!
09:05:54
SQ
Bandit Raider uses skill Throw Axe
09:05:54
Resource
Loading: sounds/combat/throw_axe_03.wav
09:05:54
Resource
Unloading: sounds/combat/throw_axe_03.wav
09:05:55
SQ
-> Behaviors to pick from:
Attack.Default (30.0566)(*), Defend.Shieldwall (2.08091), Idle (1), Defend.Rotation (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Spearwall (0), BreakFree (0), Roam (0), Attack.Split (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0)
Attack.Default (30.0566)(*), Defend.Shieldwall (2.08091), Idle (1), Defend.Rotation (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Spearwall (0), BreakFree (0), Roam (0), Attack.Split (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0)
09:05:55
SQ
-> Behavior picked: Attack.Default (30.0566)
09:05:55
SQ
* Bandit Raider: Using Throw Axe against Alfgeir!
09:05:55
SQ
Bandit Raider uses skill Throw Axe
09:05:55
Resource
Loading: sounds/combat/throw_axe_03.wav
09:05:55
Resource
Unloading: sounds/combat/throw_axe_03.wav
09:05:56
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Shieldwall (0), BreakFree (0), Roam (0), Attack.Split (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Shieldwall (0), BreakFree (0), Roam (0), Attack.Split (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Default (0)
09:05:56
SQ
-> Behavior picked: Idle (1)
09:05:56
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:05:56
SQ
* ---------------------------------------------------
09:05:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:05:57
SQ
Turn started for Bandit Thug
09:05:57
SQ
*
09:05:57
SQ
* Bandit Thug: Starting turn.
09:05:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:05:57
SQ
-> Behaviors to pick from:
Attack.Puncture (188.622)(*), Attack.Default (34.4878), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
Attack.Puncture (188.622)(*), Attack.Default (34.4878), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
09:05:57
SQ
-> Behavior picked: Attack.Puncture (188.622)
09:05:58
SQ
* Bandit Thug: Using Puncture against Alfgeir!
09:05:58
SQ
Bandit Thug uses skill Puncture
09:05:58
SQ
-> Behaviors to pick from:
Attack.Puncture (317.498)(*), Attack.Default (35.2353), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0)
Attack.Puncture (317.498)(*), Attack.Default (35.2353), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0)
09:05:58
SQ
-> Behavior picked: Attack.Puncture (317.498)
09:05:59
SQ
* Bandit Thug: Using Puncture against Alfgeir!
09:05:59
SQ
Bandit Thug uses skill Puncture
09:05:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Attack.Puncture (0)
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Attack.Puncture (0)
09:05:59
SQ
-> Behavior picked: Idle (1)
09:05:59
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:05:59
SQ
* ---------------------------------------------------
09:05:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:05:59
SQ
Turn started for Bandit Thug
09:05:59
SQ
*
09:05:59
SQ
* Bandit Thug: Starting turn.
09:06:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:06:00
SQ
-> Behaviors to pick from:
Engage.Melee (130.726)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
Engage.Melee (130.726)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
09:06:00
SQ
-> Behavior picked: Engage.Melee (130.726)
09:06:00
SQ
* Bandit Thug: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
09:06:00
SQ
Skill [Hidden] removed from [Bandit Thug].
09:06:01
SQ
* Bandit Thug: Reached engage destination
09:06:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0)
09:06:01
SQ
-> Behavior picked: Idle (1)
09:06:01
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:06:01
SQ
* ---------------------------------------------------
09:06:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:06:01
SQ
Turn started for Bandit Marksman
09:06:01
SQ
*
09:06:01
SQ
* Bandit Marksman: Starting turn.
09:06:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:06:01
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:06:01
SQ
-> Behaviors to pick from:
Attack.Bow (29.251)(*), Idle (1), Engage.Melee (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Retreat (0), BreakFree (0), Defend (0)
Attack.Bow (29.251)(*), Idle (1), Engage.Melee (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Retreat (0), BreakFree (0), Defend (0)
09:06:01
SQ
-> Behavior picked: Attack.Bow (29.251)
09:06:02
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
09:06:02
SQ
Bandit Marksman uses skill Aimed Shot
09:06:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Engage.Ranged (0), Reload (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Retreat (0), BreakFree (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), Engage.Melee (0), Engage.Ranged (0), Reload (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Retreat (0), BreakFree (0), Attack.Default (0), Attack.Bow (0)
09:06:05
SQ
-> Behavior picked: Idle (1)
09:06:05
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:06:05
SQ
* ---------------------------------------------------
09:06:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:06:05
SQ
Turn started for Bandit Marksman
09:06:05
SQ
*
09:06:05
SQ
* Bandit Marksman: Starting turn.
09:06:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:06:06
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:06:06
SQ
-> Behaviors to pick from:
Attack.Bow (38.1675)(*), Idle (1), Reload (0), Engage.Ranged (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0)
Attack.Bow (38.1675)(*), Idle (1), Reload (0), Engage.Ranged (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0)
09:06:06
SQ
-> Behavior picked: Attack.Bow (38.1675)
09:06:06
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:06:06
SQ
Bandit Marksman uses skill Quick Shot
09:06:07
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:06:07
SQ
-> Behaviors to pick from:
Attack.Bow (37.8243)(*), Idle (1), Retreat (0), SwitchTo.Melee (0), Reload (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), Flee (0), Engage.Ranged (0)
Attack.Bow (37.8243)(*), Idle (1), Retreat (0), SwitchTo.Melee (0), Reload (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), Flee (0), Engage.Ranged (0)
09:06:07
SQ
-> Behavior picked: Attack.Bow (37.8243)
09:06:07
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:06:07
SQ
Bandit Marksman uses skill Quick Shot
09:06:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Defend (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0)
09:06:08
SQ
-> Behavior picked: Idle (1)
09:06:08
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:06:08
SQ
* ---------------------------------------------------
09:06:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:06:08
SQ
Turn started for Ragnar the Blade
09:06:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:06:12
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Marksman]
09:06:12
SQ
Ragnar the Blade uses skill Aimed Shot
09:06:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:06:13
SQ
Turn started for Bandit Raider
09:06:13
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:06:14
SQ
*
09:06:14
SQ
* Bandit Raider: Starting turn.
09:06:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:06:14
SQ
-> Behaviors to pick from:
Attack.SplitShield (78.5871)(*), Defend.Shieldwall (55.6)(*), Attack.Default (49.5983)(*), Idle (1), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0)
Attack.SplitShield (78.5871)(*), Defend.Shieldwall (55.6)(*), Attack.Default (49.5983)(*), Idle (1), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0)
09:06:14
SQ
-> Behavior picked: Attack.SplitShield (78.5871)
09:06:14
SQ
* Bandit Raider: Using Split Shield against Gunnar the Hound!
09:06:14
SQ
Bandit Raider uses skill Split Shield
09:06:14
SQ
-> Behaviors to pick from:
Attack.SplitShield (95.1195)(*), Defend.Shieldwall (54.3429)(*), Attack.Default (49.21)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Knockback (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0), Attack.Decapitate (0)
Attack.SplitShield (95.1195)(*), Defend.Shieldwall (54.3429)(*), Attack.Default (49.21)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Knockback (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0), Attack.Decapitate (0)
09:06:14
SQ
-> Behavior picked: Attack.Default (49.21)
09:06:15
SQ
* Bandit Raider: Using Chop against Winrich!
09:06:15
SQ
Bandit Raider uses skill Chop
09:06:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0)
Idle (1)(*), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0)
09:06:15
SQ
-> Behavior picked: Idle (1)
09:06:16
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:06:16
SQ
* ---------------------------------------------------
09:06:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:06:16
SQ
Turn started for Thorismund Balduric
09:06:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:06:20
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Thug]
09:06:20
SQ
Thorismund Balduric uses skill Impale
09:06:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:06:21
SQ
Turn started for Palaemon the Oldguard
09:06:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:06:26
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Thug]
09:06:26
SQ
Palaemon the Oldguard uses skill Slash
09:06:27
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Thug]
09:06:27
SQ
Palaemon the Oldguard uses skill Slash
09:06:27
SQ
Bandit Thug has died.
09:06:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:06:27
SQ
Turn started for Winrich
09:06:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:06:32
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
09:06:32
SQ
Winrich uses skill Slash
09:06:32
SQ
Bandit Raider has died.
09:06:33
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
09:06:33
SQ
Winrich uses skill Slash
09:06:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:06:36
SQ
Turn started for Alfgeir
09:06:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:06:38
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
09:06:38
SQ
Alfgeir uses skill Thrust
09:06:38
SQ
Bandit Thug has died.
09:06:41
SQ
[Alfgeir] executes skill [Shieldwall] on target [Alfgeir]
09:06:41
SQ
Alfgeir uses skill Shieldwall
09:06:41
UI
ERROR: Failed to query entity skills data for entity (31518). Reason: Invalid result.
09:06:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:06:41
SQ
Turn started for Torleif
09:06:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:06:47
UI
equip item: 50935006
09:06:54
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
09:06:54
SQ
Torleif uses skill Impale
09:06:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:06:55
SQ
Turn started for Gerhard
09:06:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:07:02
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
09:07:02
SQ
Gerhard uses skill Thrust
09:07:05
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
09:07:05
SQ
Gerhard uses skill Thrust
09:07:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:07:06
SQ
Turn started for Alantyr the Swift
09:07:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:07:10
UI
equip item: 52784541
09:07:23
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
09:07:23
SQ
Alantyr the Swift uses skill Impale
09:07:23
SQ
Bandit Raider has died.
09:07:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:07:25
SQ
Turn started for Bjarne
09:07:25
SQ
Skill [Shieldwall] removed from [Bjarne].
09:07:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:07:28
SQ
[Bjarne] executes skill [Shieldwall] on target [Bjarne]
09:07:28
SQ
Bjarne uses skill Shieldwall
09:07:30
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Thug]
09:07:30
SQ
Bjarne uses skill Cleave
09:07:30
SQ
Bandit Thug has died.
09:07:30
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:07:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:07:30
SQ
Turn started for Svein
09:07:30
SQ
Skill [Spearwall] removed from [Svein].
09:07:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:07:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:07:41
SQ
Turn started for Gunnar the Hound
09:07:41
SQ
Skill [Shieldwall] removed from [Gunnar the Hound].
09:07:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:07:44
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
09:07:44
SQ
Gunnar the Hound uses skill Thrust
09:07:45
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
09:07:45
SQ
Gunnar the Hound uses skill Thrust
09:07:45
SQ
INFO: Next round issued: 4
09:07:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:07:46
SQ
Turn started for Bandit Raider
09:07:46
SQ
*
09:07:46
SQ
* Bandit Raider: Starting turn.
09:07:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:07:46
SQ
-> Behaviors to pick from:
Attack.Default (40.6712)(*), Idle (1), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0)
Attack.Default (40.6712)(*), Idle (1), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0)
09:07:46
SQ
-> Behavior picked: Attack.Default (40.6712)
09:07:47
SQ
* Bandit Raider: Using Slash against Gerhard!
09:07:47
SQ
Bandit Raider uses skill Slash
09:07:47
SQ
-> Behaviors to pick from:
Attack.Default (40.6498)(*), Idle (1), Attack.Swing (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Rotation (0)
Attack.Default (40.6498)(*), Idle (1), Attack.Swing (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Rotation (0)
09:07:47
SQ
-> Behavior picked: Attack.Default (40.6498)
09:07:48
SQ
* Bandit Raider: Using Slash against Gerhard!
09:07:48
SQ
Bandit Raider uses skill Slash
09:07:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Flee (0), Attack.SplitShield (0), Defend.Knockback (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Flee (0), Attack.SplitShield (0), Defend.Knockback (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Default (0)
09:07:48
SQ
-> Behavior picked: Idle (1)
09:07:48
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:07:48
SQ
* ---------------------------------------------------
09:07:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:07:48
SQ
Turn started for Bandit Marksman
09:07:48
SQ
*
09:07:48
SQ
* Bandit Marksman: Starting turn.
09:07:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:07:49
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:07:49
SQ
-> Behaviors to pick from:
Attack.Bow (38.444)(*), Idle (1), Reload (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Defend (0)
Attack.Bow (38.444)(*), Idle (1), Reload (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Defend (0)
09:07:49
SQ
-> Behavior picked: Attack.Bow (38.444)
09:07:49
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:07:49
SQ
Bandit Marksman uses skill Quick Shot
09:07:50
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:07:50
SQ
-> Behaviors to pick from:
Attack.Bow (42.414)(*), Idle (1), BreakFree (0), SwitchTo.Ranged (0), Reload (0), Roam (0), Defend.Rotation (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Engage.Melee (0), Flee (0)
Attack.Bow (42.414)(*), Idle (1), BreakFree (0), SwitchTo.Ranged (0), Reload (0), Roam (0), Defend.Rotation (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Engage.Melee (0), Flee (0)
09:07:50
SQ
-> Behavior picked: Attack.Bow (42.414)
09:07:50
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:07:50
SQ
Bandit Marksman uses skill Quick Shot
09:07:51
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Rotation (0), Reload (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Defend.Rotation (0), Reload (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0)
09:07:51
SQ
-> Behavior picked: Idle (1)
09:07:51
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:07:51
SQ
* ---------------------------------------------------
09:07:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Wolf - Locked: true)
09:07:51
SQ
Turn started for The Wolf
09:07:51
SQ
*
09:07:51
SQ
* The Wolf: Starting turn.
09:07:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Wolf)
09:07:52
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (36.6346), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Defend.Rotation (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Engage.Melee (0), Attack.SplitShield (0), Defend (0), Attack.Puncture (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Decapitate (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (36.6346), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Defend.Rotation (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Engage.Melee (0), Attack.SplitShield (0), Defend (0), Attack.Puncture (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Decapitate (0)
09:07:52
SQ
-> Behavior picked: SwitchTo.Melee (150)
09:07:52
SQ
* The Wolf: Switching to melee weapon!
09:07:52
SQ
-> Behaviors to pick from:
Engage.Melee (93.5897)(*), Defend.Shieldwall (6.11859), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), SwitchTo.Melee (0)
Engage.Melee (93.5897)(*), Defend.Shieldwall (6.11859), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), SwitchTo.Melee (0)
09:07:52
SQ
-> Behavior picked: Engage.Melee (93.5897)
09:07:52
SQ
* The Wolf: Engaging to melee range with Gerhard (not visible), accepted_distance=0
09:07:53
SQ
* The Wolf: Reached engage destination
09:07:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Attack.SplitShield (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Defend.Rotation (0), Attack.SplitShield (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), SwitchTo.Melee (0), Engage.Melee (0)
09:07:53
SQ
-> Behavior picked: Idle (1)
09:07:53
SQ
* The Wolf: Ending Turn with 1 of 9 AP left.
09:07:53
SQ
* ---------------------------------------------------
09:07:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:07:54
SQ
Turn started for Bandit Raider
09:07:54
SQ
Skill [Riposte] removed from [Bandit Raider].
09:07:54
SQ
*
09:07:54
SQ
* Bandit Raider: Starting turn.
09:07:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:07:54
SQ
-> Behaviors to pick from:
Attack.Default (18.4857)(*), Idle (1), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0)
Attack.Default (18.4857)(*), Idle (1), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0)
09:07:54
SQ
-> Behavior picked: Attack.Default (18.4857)
09:07:54
SQ
* Bandit Raider: Using Slash against Bjarne!
09:07:54
SQ
Bandit Raider uses skill Slash
09:07:55
SQ
-> Behaviors to pick from:
Attack.Default (18.4733)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Engage.Melee (0), Retreat (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0)
Attack.Default (18.4733)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Engage.Melee (0), Retreat (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0)
09:07:55
SQ
-> Behavior picked: Attack.Default (18.4733)
09:07:55
SQ
* Bandit Raider: Using Slash against Bjarne!
09:07:55
SQ
Bandit Raider uses skill Slash
09:07:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Flee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Engage.Melee (0), Retreat (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Flee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Engage.Melee (0), Retreat (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Default (0)
09:07:55
SQ
-> Behavior picked: Idle (1)
09:07:56
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:07:56
SQ
* ---------------------------------------------------
09:07:56
SQ
Skill [Bleeding] removed from [Bandit Raider].
09:07:56
UI
ERROR: Failed to update entity. Reason: Entity id: 2331012 not found.
09:07:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:07:56
SQ
Turn started for Bandit Marksman
09:07:56
SQ
*
09:07:56
SQ
* Bandit Marksman: Starting turn.
09:07:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:07:56
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:07:56
SQ
-> Behaviors to pick from:
Attack.Bow (42.2263)(*), Idle (1), Attack.Default (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), BreakFree (0)
Attack.Bow (42.2263)(*), Idle (1), Attack.Default (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), BreakFree (0)
09:07:56
SQ
-> Behavior picked: Attack.Bow (42.2263)
09:07:57
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:07:57
SQ
Bandit Marksman uses skill Quick Shot
09:07:59
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:07:59
SQ
-> Behaviors to pick from:
Attack.Bow (41.8655)(*), Idle (1), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Defend (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Defend.Rotation (0)
Attack.Bow (41.8655)(*), Idle (1), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Defend (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Defend.Rotation (0)
09:07:59
SQ
-> Behavior picked: Attack.Bow (41.8655)
09:07:59
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
09:07:59
SQ
Bandit Marksman uses skill Quick Shot
09:08:00
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Engage.Ranged (0), Defend.Rotation (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Engage.Ranged (0), Defend.Rotation (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Attack.Bow (0)
09:08:00
SQ
-> Behavior picked: Idle (1)
09:08:00
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:08:00
SQ
* ---------------------------------------------------
09:08:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:08:01
SQ
Turn started for Bandit Marksman
09:08:01
SQ
*
09:08:01
SQ
* Bandit Marksman: Starting turn.
09:08:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:08:01
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:08:01
SQ
-> Behaviors to pick from:
Attack.Bow (14.3615)(*), Idle (1), Reload (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Defend (0)
Attack.Bow (14.3615)(*), Idle (1), Reload (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Defend (0)
09:08:01
SQ
-> Behavior picked: Attack.Bow (14.3615)
09:08:02
SQ
* Bandit Marksman: Using Aimed Shot against Svein!
09:08:02
SQ
Bandit Marksman uses skill Aimed Shot
09:08:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Reload (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Flee (0), Attack.Bow (0)
09:08:04
SQ
-> Behavior picked: Idle (1)
09:08:04
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:08:04
SQ
* ---------------------------------------------------
09:08:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:08:04
SQ
Turn started for Bandit Thug
09:08:04
SQ
*
09:08:04
SQ
* Bandit Thug: Starting turn.
09:08:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:08:04
SQ
-> Behaviors to pick from:
Engage.Melee (167.857)(*), Idle (1), Defend.Knockback (0), Defend.Rotation (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0)
Engage.Melee (167.857)(*), Idle (1), Defend.Knockback (0), Defend.Rotation (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0)
09:08:04
SQ
-> Behavior picked: Engage.Melee (167.857)
09:08:05
SQ
* Bandit Thug: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:08:05
SQ
* Bandit Thug: Reached engage destination
09:08:05
SQ
-> Behaviors to pick from:
Attack.Puncture (88.7359)(*), Attack.Default (33.1865)(*), Idle (1), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Flee (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Engage.Melee (0)
Attack.Puncture (88.7359)(*), Attack.Default (33.1865)(*), Idle (1), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Flee (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Engage.Melee (0)
09:08:05
SQ
-> Behavior picked: Attack.Puncture (88.7359)
09:08:06
SQ
* Bandit Thug: Using Puncture against Gerhard!
09:08:06
SQ
Bandit Thug uses skill Puncture
09:08:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), Flee (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Engage.Melee (0), Attack.Puncture (0)
Idle (1)(*), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), Flee (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Engage.Melee (0), Attack.Puncture (0)
09:08:06
SQ
-> Behavior picked: Idle (1)
09:08:07
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:08:07
SQ
* ---------------------------------------------------
09:08:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:08:07
SQ
Turn started for Bandit Raider
09:08:07
SQ
*
09:08:07
SQ
* Bandit Raider: Starting turn.
09:08:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:08:07
SQ
-> Behaviors to pick from:
Attack.Default (22.5571)(*), Defend.Shieldwall (4.51268), Idle (1), Engage.Melee (0.125), BreakFree (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Attack.Puncture (0), Roam (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0)
Attack.Default (22.5571)(*), Defend.Shieldwall (4.51268), Idle (1), Engage.Melee (0.125), BreakFree (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Attack.Puncture (0), Roam (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0)
09:08:07
SQ
-> Behavior picked: Attack.Default (22.5571)
09:08:08
SQ
* Bandit Raider: Using Throw Axe against Thorismund Balduric!
09:08:08
SQ
Bandit Raider uses skill Throw Axe
09:08:08
Resource
Loading: sounds/combat/throw_axe_01.wav
09:08:09
Resource
Unloading: sounds/combat/throw_axe_01.wav
09:08:09
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (2.22621), Idle (1), Engage.Melee (0.125), BreakFree (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Roam (0), Flee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (2.22621), Idle (1), Engage.Melee (0.125), BreakFree (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Roam (0), Flee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0)
09:08:09
SQ
-> Behavior picked: SwitchTo.Melee (150)
09:08:09
SQ
* Bandit Raider: Switching to melee weapon!
09:08:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Puncture (0), BreakFree (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Roam (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Defend.Knockback (0), Attack.Puncture (0), BreakFree (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Roam (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), SwitchTo.Melee (0)
09:08:09
SQ
-> Behavior picked: Idle (1)
09:08:09
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:08:09
SQ
* ---------------------------------------------------
09:08:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:08:10
SQ
Turn started for Bandit Marksman
09:08:10
SQ
*
09:08:10
SQ
* Bandit Marksman: Starting turn.
09:08:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:08:10
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:08:10
SQ
-> Behaviors to pick from:
Attack.Bow (57.8)(*), Idle (1), Attack.Default (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), BreakFree (0)
Attack.Bow (57.8)(*), Idle (1), Attack.Default (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), BreakFree (0)
09:08:10
SQ
-> Behavior picked: Attack.Bow (57.8)
09:08:10
SQ
* Bandit Marksman: Using Aimed Shot against Alantyr the Swift!
09:08:10
SQ
Bandit Marksman uses skill Aimed Shot
09:08:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Defend.Rotation (0), Attack.Bow (0)
Idle (1)(*), Attack.Default (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Defend.Rotation (0), Attack.Bow (0)
09:08:14
SQ
-> Behavior picked: Idle (1)
09:08:14
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:08:14
SQ
* ---------------------------------------------------
09:08:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:08:14
SQ
Turn started for Bandit Marksman
09:08:14
SQ
*
09:08:14
SQ
* Bandit Marksman: Starting turn.
09:08:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:08:14
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:08:14
SQ
-> Behaviors to pick from:
Attack.Bow (22.7589)(*), Idle (1), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Engage.Melee (0)
Attack.Bow (22.7589)(*), Idle (1), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Engage.Melee (0)
09:08:14
SQ
-> Behavior picked: Attack.Bow (22.7589)
09:08:15
SQ
* Bandit Marksman: Using Aimed Shot against Winrich!
09:08:15
SQ
Bandit Marksman uses skill Aimed Shot
09:08:18
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Defend (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Defend (0), Attack.Bow (0)
09:08:18
SQ
-> Behavior picked: Idle (1)
09:08:18
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:08:18
SQ
* ---------------------------------------------------
09:08:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:08:18
SQ
Turn started for Bandit Raider
09:08:18
SQ
*
09:08:18
SQ
* Bandit Raider: Starting turn.
09:08:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:08:19
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.SplitShield (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Knockback (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0)
Flee (9000)(*), Idle (1), Attack.SplitShield (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Knockback (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0)
09:08:19
SQ
-> Behavior picked: Flee (9000)
09:08:19
SQ
* Bandit Raider: Fleeing.
09:08:19
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Puncture (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Defend.Knockback (0), Retreat (0), Defend (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0)
Flee (9000)(*), Idle (1), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Puncture (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Defend.Knockback (0), Retreat (0), Defend (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0)
09:08:19
SQ
-> Behavior picked: Flee (9000)
09:08:20
SQ
* Bandit Raider: Fleeing.
09:08:20
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.SplitShield (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0)
Flee (9000)(*), Idle (1), Attack.SplitShield (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0)
09:08:20
SQ
-> Behavior picked: Flee (9000)
09:08:21
SQ
* Bandit Raider: Fleeing.
09:08:21
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Puncture (0), Retreat (0), Roam (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0)
Flee (9000)(*), Idle (1), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Puncture (0), Retreat (0), Roam (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0)
09:08:21
SQ
-> Behavior picked: Flee (9000)
09:08:22
SQ
* Bandit Raider: Fleeing.
09:08:22
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Riposte (0), Attack.SplitShield (0), Defend (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Puncture (0), Retreat (0), Roam (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Idle (1)(*), BreakFree (0), Defend.Riposte (0), Attack.SplitShield (0), Defend (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Puncture (0), Retreat (0), Roam (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Engage.Melee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:08:22
SQ
-> Behavior picked: Idle (1)
09:08:22
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:08:22
SQ
* ---------------------------------------------------
09:08:22
SQ
Bandit Raider has died.
09:08:22
UI
ERROR: Failed to update entity. Reason: Entity id: 2331008 not found.
09:08:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:08:23
SQ
Turn started for Bandit Raider
09:08:23
SQ
*
09:08:23
SQ
* Bandit Raider: Starting turn.
09:08:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:08:23
SQ
-> Behaviors to pick from:
Attack.Default (35.6361)(*), Defend.Shieldwall (1.04499), Idle (1), Engage.Melee (0.0125), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Split (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0)
Attack.Default (35.6361)(*), Defend.Shieldwall (1.04499), Idle (1), Engage.Melee (0.0125), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Split (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0)
09:08:23
SQ
-> Behavior picked: Attack.Default (35.6361)
09:08:24
SQ
* Bandit Raider: Using Throw Axe against Ragnar the Blade!
09:08:24
SQ
Bandit Raider uses skill Throw Axe
09:08:24
Resource
Loading: sounds/combat/throw_axe_02.wav
09:08:24
Resource
Unloading: sounds/combat/throw_axe_02.wav
09:08:26
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (2.05927), Idle (1), Defend.Spearwall (0), Attack.Split (0), Attack.Puncture (0), Defend.Rotation (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (2.05927), Idle (1), Defend.Spearwall (0), Attack.Split (0), Attack.Puncture (0), Defend.Rotation (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0)
09:08:26
SQ
-> Behavior picked: SwitchTo.Melee (150)
09:08:26
SQ
* Bandit Raider: Switching to melee weapon!
09:08:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend.Rotation (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Roam (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.Puncture (0), Defend.Rotation (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Roam (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), SwitchTo.Melee (0)
09:08:26
SQ
-> Behavior picked: Idle (1)
09:08:26
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:08:26
SQ
* ---------------------------------------------------
09:08:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:08:26
SQ
Turn started for Thorismund Balduric
09:08:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:08:30
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
09:08:30
SQ
Thorismund Balduric uses skill Impale
09:08:30
SQ
Bandit Raider has died.
09:08:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: false)
09:08:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:08:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:08:33
SQ
Turn started for Bandit Marksman
09:08:33
SQ
*
09:08:33
SQ
* Bandit Marksman: Starting turn.
09:08:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:08:33
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:08:33
SQ
-> Behaviors to pick from:
Attack.Bow (54.2431)(*), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), Defend (0), Flee (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Reload (0), Retreat (0)
Attack.Bow (54.2431)(*), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), Defend (0), Flee (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Reload (0), Retreat (0)
09:08:33
SQ
-> Behavior picked: Attack.Bow (54.2431)
09:08:34
SQ
* Bandit Marksman: Using Aimed Shot against Alantyr the Swift!
09:08:34
SQ
Bandit Marksman uses skill Aimed Shot
09:08:37
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Flee (0), Retreat (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Reload (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Flee (0), Retreat (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Reload (0), Engage.Ranged (0), Attack.Bow (0)
09:08:37
SQ
-> Behavior picked: Idle (1)
09:08:37
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:08:37
SQ
* ---------------------------------------------------
09:08:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:08:37
SQ
Turn started for Bandit Raider
09:08:37
SQ
*
09:08:37
SQ
* Bandit Raider: Starting turn.
09:08:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:08:38
SQ
-> Behaviors to pick from:
Attack.Default (44.4853)(*), Defend.Shieldwall (34.5181)(*), Idle (1), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Melee (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Flee (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.Decapitate (0)
Attack.Default (44.4853)(*), Defend.Shieldwall (34.5181)(*), Idle (1), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Melee (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Flee (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.Decapitate (0)
09:08:38
SQ
-> Behavior picked: Attack.Default (44.4853)
09:08:38
SQ
* Bandit Raider: Using Throw Javelin against Alantyr the Swift!
09:08:38
SQ
Bandit Raider uses skill Throw Javelin
09:08:40
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (33.5714), Idle (1), Defend.Rotation (0), Flee (0), Defend.Knockback (0), Defend.Riposte (0), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (33.5714), Idle (1), Defend.Rotation (0), Flee (0), Defend.Knockback (0), Defend.Riposte (0), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0)
09:08:40
SQ
-> Behavior picked: SwitchTo.Melee (150)
09:08:40
SQ
* Bandit Raider: Switching to melee weapon!
09:08:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Defend.Riposte (0), Flee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Defend.Knockback (0), Defend.Riposte (0), Flee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0)
09:08:40
SQ
-> Behavior picked: Idle (1)
09:08:40
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:08:40
SQ
* ---------------------------------------------------
09:08:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:08:40
SQ
Turn started for Ragnar the Blade
09:08:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:08:44
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Marksman]
09:08:44
SQ
Ragnar the Blade uses skill Aimed Shot
09:08:46
SQ
Bandit Marksman has died.
09:08:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:08:46
SQ
Turn started for Palaemon the Oldguard
09:08:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:08:54
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
09:08:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:08:55
SQ
Turn started for Svein
09:08:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:08:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:08:58
SQ
Turn started for Bandit Raider
09:08:58
SQ
*
09:08:58
SQ
* Bandit Raider: Starting turn.
09:08:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:08:58
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0)
Flee (9000)(*), Idle (1), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0)
09:08:58
SQ
-> Behavior picked: Flee (9000)
09:08:58
SQ
* Bandit Raider: Fleeing.
09:08:58
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Defend.Riposte (0), Retreat (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Ranged (0)
Flee (9000)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Defend.Riposte (0), Retreat (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.CrushArmor (0), Engage.Melee (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Ranged (0)
09:08:58
SQ
-> Behavior picked: Flee (9000)
09:08:59
SQ
* Bandit Raider: Fleeing.
09:08:59
SQ
Bandit Raider has died.
09:09:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:09:00
SQ
Turn started for Winrich
09:09:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:09:10
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
09:09:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:09:10
SQ
Turn started for Torleif
09:09:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:09:15
UI
equip item: 50663215
09:09:20
SQ
[Torleif] executes skill [Aimed Shot] on target [The Wolf]
09:09:20
SQ
Torleif uses skill Aimed Shot
09:09:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:09:22
SQ
Turn started for Gerhard
09:09:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:09:28
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Thug]
09:09:28
SQ
Gerhard uses skill Thrust
09:09:31
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
09:09:31
SQ
Gerhard uses skill Thrust
09:09:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:09:31
SQ
Turn started for Alantyr the Swift
09:09:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:09:36
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
09:09:36
SQ
Alantyr the Swift uses skill Impale
09:09:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:09:40
SQ
Turn started for Gunnar the Hound
09:09:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:09:45
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
09:09:45
SQ
Gunnar the Hound uses skill Spearwall
09:09:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:09:46
SQ
Turn started for Bjarne
09:09:46
SQ
Skill [Shieldwall] removed from [Bjarne].
09:09:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:09:55
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
09:09:55
SQ
Bjarne uses skill Cleave
09:09:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:09:57
SQ
Turn started for Alfgeir
09:09:57
SQ
Skill [Shieldwall] removed from [Alfgeir].
09:09:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:10:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:10:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:10:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:10:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:10:06
SQ
INFO: Next round issued: 5
09:10:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:10:06
SQ
Turn started for Bandit Raider
09:10:06
SQ
*
09:10:06
SQ
* Bandit Raider: Starting turn.
09:10:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:10:07
SQ
-> Behaviors to pick from:
Flee (9000)(*), Defend.Riposte (48.3939), Idle (1), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), Retreat (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), BreakFree (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Default (0), Attack.Swing (0)
Flee (9000)(*), Defend.Riposte (48.3939), Idle (1), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), Retreat (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), BreakFree (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Default (0), Attack.Swing (0)
09:10:07
SQ
-> Behavior picked: Flee (9000)
09:10:07
SQ
* Bandit Raider: Fleeing.
09:10:10
SQ
-> Behaviors to pick from:
Flee (9000)(*), Defend.Riposte (47.9467), Idle (1), Defend.Spearwall (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0), Engage.Melee (0), Retreat (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Default (0), Attack.Swing (0), Defend.Knockback (0)
Flee (9000)(*), Defend.Riposte (47.9467), Idle (1), Defend.Spearwall (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0), Engage.Melee (0), Retreat (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Default (0), Attack.Swing (0), Defend.Knockback (0)
09:10:10
SQ
-> Behavior picked: Flee (9000)
09:10:10
SQ
* Bandit Raider: Fleeing.
09:10:10
SQ
Bandit Raider has died.
09:10:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Wolf - Locked: true)
09:10:10
SQ
Turn started for The Wolf
09:10:10
SQ
*
09:10:10
SQ
* The Wolf: Starting turn.
09:10:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Wolf)
09:10:11
SQ
-> Behaviors to pick from:
Engage.Melee (105.69)(*), Defend.Shieldwall (3.23437), Idle (1), Roam (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Defend.Rotation (0)
Engage.Melee (105.69)(*), Defend.Shieldwall (3.23437), Idle (1), Roam (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Defend.Rotation (0)
09:10:11
SQ
-> Behavior picked: Engage.Melee (105.69)
09:10:11
SQ
* The Wolf: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
09:10:12
SQ
* The Wolf: Reached engage destination
09:10:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Roam (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Defend.Rotation (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Roam (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Defend.Rotation (0), Engage.Melee (0)
09:10:12
SQ
-> Behavior picked: Idle (1)
09:10:12
SQ
* The Wolf: Ending Turn with 1 of 9 AP left.
09:10:12
SQ
* ---------------------------------------------------
09:10:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:10:13
SQ
Turn started for Bandit Raider
09:10:13
SQ
*
09:10:13
SQ
* Bandit Raider: Starting turn.
09:10:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:10:13
SQ
-> Behaviors to pick from:
Engage.Melee (74.2424)(*), Defend.Shieldwall (17.4609), Idle (1), Flee (0), Attack.Swing (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Roam (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Defend.Knockback (0)
Engage.Melee (74.2424)(*), Defend.Shieldwall (17.4609), Idle (1), Flee (0), Attack.Swing (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Roam (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Defend.Knockback (0)
09:10:13
SQ
-> Behavior picked: Engage.Melee (74.2424)
09:10:13
SQ
* Bandit Raider: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
09:10:14
SQ
* Bandit Raider: Reached engage destination
09:10:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend (0), Defend.Rotation (0), Flee (0), Roam (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend (0), Defend.Rotation (0), Flee (0), Roam (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0)
09:10:14
SQ
-> Behavior picked: Idle (1)
09:10:15
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:10:15
SQ
* ---------------------------------------------------
09:10:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:10:15
SQ
Turn started for Bandit Raider
09:10:15
SQ
*
09:10:15
SQ
* Bandit Raider: Starting turn.
09:10:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:10:15
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend.Knockback (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.CrushArmor (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Default (0), Attack.Swing (0)
Flee (9000)(*), Idle (1), Defend.Knockback (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.CrushArmor (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Default (0), Attack.Swing (0)
09:10:15
SQ
-> Behavior picked: Flee (9000)
09:10:16
SQ
* Bandit Raider: Fleeing.
09:10:16
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.CrushArmor (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Split (0), Roam (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Default (0), Attack.Swing (0), Engage.Melee (0)
Flee (9000)(*), Idle (1), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.CrushArmor (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Split (0), Roam (0), Defend.Riposte (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Default (0), Attack.Swing (0), Engage.Melee (0)
09:10:16
SQ
-> Behavior picked: Flee (9000)
09:10:17
SQ
* Bandit Raider: Fleeing.
09:10:17
SQ
Bandit Raider has died.
09:10:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:10:17
SQ
Turn started for Bandit Marksman
09:10:17
SQ
*
09:10:17
SQ
* Bandit Marksman: Starting turn.
09:10:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:10:18
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:10:18
SQ
-> Behaviors to pick from:
Attack.Bow (17.942)(*), Idle (1), Roam (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Retreat (0), Attack.Default (0), Reload (0), BreakFree (0)
Attack.Bow (17.942)(*), Idle (1), Roam (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Retreat (0), Attack.Default (0), Reload (0), BreakFree (0)
09:10:18
SQ
-> Behavior picked: Attack.Bow (17.942)
09:10:19
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:10:19
SQ
Bandit Marksman uses skill Quick Shot
09:10:21
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:10:21
SQ
-> Behaviors to pick from:
Attack.Bow (17.7673)(*), Idle (1), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Puncture (0), Flee (0)
Attack.Bow (17.7673)(*), Idle (1), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Puncture (0), Flee (0)
09:10:21
SQ
-> Behavior picked: Attack.Bow (17.7673)
09:10:21
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:10:21
SQ
Bandit Marksman uses skill Quick Shot
09:10:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Reload (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), Reload (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0)
09:10:22
SQ
-> Behavior picked: Idle (1)
09:10:22
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:10:22
SQ
* ---------------------------------------------------
09:10:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:10:22
SQ
Turn started for Bandit Raider
09:10:22
SQ
*
09:10:22
SQ
* Bandit Raider: Starting turn.
09:10:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:10:22
SQ
-> Behaviors to pick from:
Engage.Melee (71.8182)(*), Defend.Shieldwall (11.8868), Idle (1), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), SwitchTo.Melee (0), Retreat (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Decapitate (0), Roam (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Split (0), Attack.Puncture (0)
Engage.Melee (71.8182)(*), Defend.Shieldwall (11.8868), Idle (1), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), SwitchTo.Melee (0), Retreat (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Decapitate (0), Roam (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Split (0), Attack.Puncture (0)
09:10:22
SQ
-> Behavior picked: Engage.Melee (71.8182)
09:10:22
SQ
* Bandit Raider: Engaging to melee range with Alfgeir (visible), accepted_distance=0
09:10:23
SQ
Skill [Hidden] removed from [Bandit Raider].
09:10:23
SQ
* Bandit Raider: Reached engage destination
09:10:23
SQ
-> Behaviors to pick from:
Defend.Shieldwall (142.054)(*), Attack.SplitShield (86.7484)(*), Attack.Default (40.1865)(*), Idle (1), Attack.CrushArmor (0), Retreat (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Flee (0), Attack.Swing (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0)
Defend.Shieldwall (142.054)(*), Attack.SplitShield (86.7484)(*), Attack.Default (40.1865)(*), Idle (1), Attack.CrushArmor (0), Retreat (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Flee (0), Attack.Swing (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0)
09:10:23
SQ
-> Behavior picked: Defend.Shieldwall (142.054)
09:10:24
SQ
* Bandit Raider: Using Shieldwall!
09:10:24
SQ
Bandit Raider uses skill Shieldwall
09:10:24
Resource
Loading: music/bandits_01.music
09:10:24
Resource
Unloading: music/bandits_02.music
09:10:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.Default (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), Defend.Shieldwall (0)
09:10:24
SQ
-> Behavior picked: Idle (1)
09:10:25
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:10:25
SQ
* ---------------------------------------------------
09:10:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:10:25
SQ
Turn started for Bandit Marksman
09:10:25
SQ
*
09:10:25
SQ
* Bandit Marksman: Starting turn.
09:10:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:10:25
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:10:25
SQ
-> Behaviors to pick from:
Attack.Bow (18.6836)(*), Idle (1), Attack.Puncture (0), BreakFree (0), Retreat (0), Defend (0), Defend.Rotation (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0)
Attack.Bow (18.6836)(*), Idle (1), Attack.Puncture (0), BreakFree (0), Retreat (0), Defend (0), Defend.Rotation (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0)
09:10:25
SQ
-> Behavior picked: Attack.Bow (18.6836)
09:10:26
SQ
* Bandit Marksman: Using Aimed Shot against Bjarne!
09:10:26
SQ
Bandit Marksman uses skill Aimed Shot
09:10:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend.Rotation (0), Retreat (0), Defend (0), Attack.Default (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Attack.Puncture (0), Defend.Rotation (0), Retreat (0), Defend (0), Attack.Default (0), Flee (0), Reload (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Bow (0)
09:10:29
SQ
-> Behavior picked: Idle (1)
09:10:29
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:10:29
SQ
* ---------------------------------------------------
09:10:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:10:29
SQ
Turn started for Bandit Marksman
09:10:29
SQ
*
09:10:29
SQ
* Bandit Marksman: Starting turn.
09:10:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:10:30
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:10:30
SQ
-> Behaviors to pick from:
Attack.Bow (21.92)(*), Idle (1), Engage.Ranged (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), Roam (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0)
Attack.Bow (21.92)(*), Idle (1), Engage.Ranged (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), Roam (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0)
09:10:30
SQ
-> Behavior picked: Attack.Bow (21.92)
09:10:30
SQ
* Bandit Marksman: Using Aimed Shot against Bjarne!
09:10:30
SQ
Bandit Marksman uses skill Aimed Shot
09:10:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), Attack.Puncture (0), Defend (0), Engage.Melee (0), SwitchTo.Ranged (0), Reload (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), Roam (0), Flee (0), Attack.Default (0), Defend.Rotation (0), Attack.Bow (0)
Idle (1)(*), Engage.Ranged (0), Attack.Puncture (0), Defend (0), Engage.Melee (0), SwitchTo.Ranged (0), Reload (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), Roam (0), Flee (0), Attack.Default (0), Defend.Rotation (0), Attack.Bow (0)
09:10:32
SQ
-> Behavior picked: Idle (1)
09:10:32
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:10:32
SQ
* ---------------------------------------------------
09:10:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:10:32
SQ
Turn started for Bandit Marksman
09:10:32
SQ
*
09:10:32
SQ
* Bandit Marksman: Starting turn.
09:10:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:10:32
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.4619), Idle (1), BreakFree (0), Engage.Melee (0), Attack.Default (0), Reload (0), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0)
Engage.Ranged (80)(*), Attack.Bow (12.4619), Idle (1), BreakFree (0), Engage.Melee (0), Attack.Default (0), Reload (0), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0)
09:10:32
SQ
-> Behavior picked: Engage.Ranged (80)
09:10:32
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Alantyr the Swift (not visible)
09:10:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Reload (0), Engage.Melee (0), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), Engage.Ranged (0)
Idle (1)(*), Attack.Default (0), Reload (0), Engage.Melee (0), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), Engage.Ranged (0)
09:10:33
SQ
-> Behavior picked: Idle (1)
09:10:33
SQ
* Bandit Marksman: Ending Turn with 2 of 9 AP left.
09:10:33
SQ
* ---------------------------------------------------
09:10:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:10:33
SQ
Turn started for Thorismund Balduric
09:10:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:10:39
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
09:10:39
SQ
Thorismund Balduric uses skill Impale
09:10:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:10:40
SQ
Turn started for Bandit Thug
09:10:41
SQ
*
09:10:41
SQ
* Bandit Thug: Starting turn.
09:10:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:10:41
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.Default (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0)
Flee (9000)(*), Idle (1), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.Default (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0)
09:10:41
SQ
-> Behavior picked: Flee (9000)
09:10:41
SQ
* Bandit Thug: Fleeing.
09:10:44
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.SplitShield (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Rotation (0), BreakFree (0), Defend (0), Attack.Default (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), Roam (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0)
Flee (9000)(*), Idle (1), Attack.SplitShield (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Rotation (0), BreakFree (0), Defend (0), Attack.Default (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), Roam (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0)
09:10:44
SQ
-> Behavior picked: Flee (9000)
09:10:44
SQ
* Bandit Thug: Fleeing.
09:10:44
SQ
Bandit Thug has died.
09:10:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:10:44
SQ
Turn started for Bandit Marksman
09:10:44
SQ
*
09:10:44
SQ
* Bandit Marksman: Starting turn.
09:10:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:10:45
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:10:45
SQ
-> Behaviors to pick from:
Attack.Bow (21.8003)(*), Idle (1), Flee (0), Retreat (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), SwitchTo.Ranged (0)
Attack.Bow (21.8003)(*), Idle (1), Flee (0), Retreat (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), SwitchTo.Ranged (0)
09:10:45
SQ
-> Behavior picked: Attack.Bow (21.8003)
09:10:45
SQ
* Bandit Marksman: Using Aimed Shot against Bjarne!
09:10:45
SQ
Bandit Marksman uses skill Aimed Shot
09:10:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Bow (0)
09:10:49
SQ
-> Behavior picked: Idle (1)
09:10:49
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:10:49
SQ
* ---------------------------------------------------
09:10:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:10:49
SQ
Turn started for Bandit Raider
09:10:49
SQ
*
09:10:49
SQ
* Bandit Raider: Starting turn.
09:10:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:10:49
SQ
-> Behaviors to pick from:
Engage.Melee (85.3571)(*), Defend.Shieldwall (12.0024), Idle (1), Roam (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend (0), Defend.Spearwall (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Flee (0), Defend.Knockback (0)
Engage.Melee (85.3571)(*), Defend.Shieldwall (12.0024), Idle (1), Roam (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend (0), Defend.Spearwall (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Flee (0), Defend.Knockback (0)
09:10:49
SQ
-> Behavior picked: Engage.Melee (85.3571)
09:10:50
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:10:51
SQ
* Bandit Raider: Reached engage destination
09:10:51
SQ
-> Behaviors to pick from:
Attack.Default (51.8059)(*), Defend.Shieldwall (45.4795)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Rotation (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Flee (0), Defend.Knockback (0), Engage.Melee (0)
Attack.Default (51.8059)(*), Defend.Shieldwall (45.4795)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Rotation (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Flee (0), Defend.Knockback (0), Engage.Melee (0)
09:10:51
SQ
-> Behavior picked: Attack.Default (51.8059)
09:10:52
SQ
* Bandit Raider: Using Flail against Gerhard!
09:10:52
SQ
Bandit Raider uses skill Flail
09:10:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), Attack.Default (0)
09:10:52
SQ
-> Behavior picked: Idle (1)
09:10:52
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:10:52
SQ
* ---------------------------------------------------
09:10:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:10:52
SQ
Turn started for Svein
09:10:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:10:57
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
09:10:57
SQ
Svein uses skill Thrust
09:11:00
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
09:11:00
SQ
Svein uses skill Thrust
09:11:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:11:00
SQ
Turn started for Palaemon the Oldguard
09:11:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:11:03
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
09:11:03
SQ
Palaemon the Oldguard uses skill Slash
09:11:04
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
09:11:04
SQ
Palaemon the Oldguard uses skill Slash
09:11:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:11:05
SQ
Turn started for Ragnar the Blade
09:11:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:11:08
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Marksman]
09:11:08
SQ
Ragnar the Blade uses skill Aimed Shot
09:11:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:11:10
SQ
Turn started for Winrich
09:11:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:11:15
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
09:11:15
SQ
Winrich uses skill Slash
09:11:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:11:15
SQ
Turn started for Torleif
09:11:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:11:33
UI
equip item: 50935006
09:11:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:11:37
SQ
Turn started for Alfgeir
09:11:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:11:39
SQ
[Alfgeir] executes skill [Shieldwall] on target [Alfgeir]
09:11:39
SQ
Alfgeir uses skill Shieldwall
09:11:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:11:42
SQ
Turn started for Gerhard
09:11:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:11:49
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
09:11:49
SQ
Gerhard uses skill Thrust
09:11:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:11:51
SQ
Turn started for Alantyr the Swift
09:11:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:11:55
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
09:11:55
SQ
Alantyr the Swift uses skill Impale
09:11:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:11:57
SQ
Turn started for Bjarne
09:11:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:12:01
SQ
Skill [Hidden] removed from [Bjarne].
09:12:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:12:03
SQ
Turn started for Gunnar the Hound
09:12:03
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
09:12:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:12:13
SQ
Skill [Hidden] removed from [Gunnar the Hound].
09:12:16
SQ
INFO: Next round issued: 6
09:12:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Wolf - Locked: true)
09:12:16
SQ
Turn started for The Wolf
09:12:16
SQ
*
09:12:16
SQ
* The Wolf: Starting turn.
09:12:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Wolf)
09:12:17
SQ
-> Behaviors to pick from:
Defend.Rotation (340.243)(*), Defend.Shieldwall (56.959), Attack.Default (33.5925), Attack.KnockOut (9.26928), Idle (1), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Roam (0), Flee (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Defend (0), BreakFree (0), Attack.SplitShield (0)
Defend.Rotation (340.243)(*), Defend.Shieldwall (56.959), Attack.Default (33.5925), Attack.KnockOut (9.26928), Idle (1), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Roam (0), Flee (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Defend (0), BreakFree (0), Attack.SplitShield (0)
09:12:17
SQ
-> Behavior picked: Defend.Rotation (340.243)
09:12:17
SQ
* The Wolf: Using Rotation!
09:12:17
SQ
The Wolf uses skill Rotation
09:12:17
SQ
Skill [Hidden] removed from [The Wolf].
09:12:19
SQ
-> Behaviors to pick from:
Defend.Shieldwall (62.7097)(*), Attack.Default (60.2068)(*), Attack.KnockOut (39.9278)(*), Idle (1), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Puncture (0), Roam (0), Flee (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0)
Defend.Shieldwall (62.7097)(*), Attack.Default (60.2068)(*), Attack.KnockOut (39.9278)(*), Idle (1), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Puncture (0), Roam (0), Flee (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0)
09:12:19
SQ
-> Behavior picked: Attack.Default (60.2068)
09:12:19
SQ
* The Wolf: Using Bash against Winrich!
09:12:19
SQ
The Wolf uses skill Bash
09:12:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.CrushArmor (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Puncture (0), Roam (0), Engage.Melee (0), Attack.Default (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), Retreat (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.CrushArmor (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Puncture (0), Roam (0), Engage.Melee (0), Attack.Default (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0), Defend.Shieldwall (0)
09:12:19
SQ
-> Behavior picked: Idle (1)
09:12:19
SQ
* The Wolf: Ending Turn with 1 of 9 AP left.
09:12:19
SQ
* ---------------------------------------------------
09:12:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:12:19
SQ
Turn started for Bandit Marksman
09:12:19
SQ
*
09:12:19
SQ
* Bandit Marksman: Starting turn.
09:12:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:12:20
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
09:12:20
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (35.0958)(*), Idle (1), Defend (0), Defend.Rotation (0), Reload (0), Roam (0), SwitchTo.Ranged (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
Engage.Ranged (75)(*), Attack.Bow (35.0958)(*), Idle (1), Defend (0), Defend.Rotation (0), Reload (0), Roam (0), SwitchTo.Ranged (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
09:12:20
SQ
-> Behavior picked: Engage.Ranged (75)
09:12:20
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
09:12:21
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:12:21
SQ
-> Behaviors to pick from:
Engage.Ranged (411.111)(*), Attack.Bow (24.7484), Idle (1), Defend.Rotation (0), BreakFree (0), Reload (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
Engage.Ranged (411.111)(*), Attack.Bow (24.7484), Idle (1), Defend.Rotation (0), BreakFree (0), Reload (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
09:12:21
SQ
-> Behavior picked: Engage.Ranged (411.111)
09:12:21
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Alantyr the Swift (visible)
09:12:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Retreat (0), BreakFree (0), Roam (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Engage.Ranged (0)
Idle (1)(*), Reload (0), Retreat (0), BreakFree (0), Roam (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Engage.Ranged (0)
09:12:24
SQ
-> Behavior picked: Idle (1)
09:12:24
SQ
* Bandit Marksman: Ending Turn with 2 of 9 AP left.
09:12:24
SQ
* ---------------------------------------------------
09:12:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:12:24
SQ
Turn started for Bandit Raider
09:12:24
SQ
*
09:12:24
SQ
* Bandit Raider: Starting turn.
09:12:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:12:25
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0), Attack.Puncture (0)
Flee (9000)(*), Idle (1), Defend (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0), Attack.Puncture (0)
09:12:25
SQ
-> Behavior picked: Flee (9000)
09:12:25
SQ
* Bandit Raider: Fleeing.
09:12:25
SQ
Skill [Hidden] removed from [Bandit Raider].
09:12:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0), Attack.Puncture (0), Flee (0)
Idle (1)(*), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0), Attack.Puncture (0), Flee (0)
09:12:26
SQ
-> Behavior picked: Idle (1)
09:12:27
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:12:27
SQ
* ---------------------------------------------------
09:12:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:12:27
SQ
Turn started for Thorismund Balduric
09:12:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:12:32
SQ
[Thorismund Balduric] executes skill [Impale] on target [The Wolf]
09:12:32
SQ
Thorismund Balduric uses skill Impale
09:12:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:12:34
SQ
Turn started for Bandit Marksman
09:12:34
SQ
*
09:12:34
SQ
* Bandit Marksman: Starting turn.
09:12:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:12:34
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:12:34
SQ
-> Behaviors to pick from:
Attack.Bow (33.9105)(*), Idle (1), Defend (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Retreat (0), Attack.Puncture (0)
Attack.Bow (33.9105)(*), Idle (1), Defend (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Retreat (0), Attack.Puncture (0)
09:12:34
SQ
-> Behavior picked: Attack.Bow (33.9105)
09:12:35
SQ
* Bandit Marksman: Using Aimed Shot against Winrich!
09:12:35
SQ
Bandit Marksman uses skill Aimed Shot
09:12:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Retreat (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), Defend (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Flee (0), Reload (0), Retreat (0), Attack.Default (0), Attack.Bow (0)
09:12:38
SQ
-> Behavior picked: Idle (1)
09:12:38
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:12:38
SQ
* ---------------------------------------------------
09:12:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:12:39
SQ
Turn started for Bandit Marksman
09:12:39
SQ
*
09:12:39
SQ
* Bandit Marksman: Starting turn.
09:12:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:12:39
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:12:39
SQ
-> Behaviors to pick from:
Attack.Bow (20.6424)(*), Idle (1), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Defend.Rotation (0), Retreat (0), BreakFree (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0)
Attack.Bow (20.6424)(*), Idle (1), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Defend.Rotation (0), Retreat (0), BreakFree (0), Roam (0), Flee (0), Reload (0), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0)
09:12:39
SQ
-> Behavior picked: Attack.Bow (20.6424)
09:12:40
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:12:40
SQ
Bandit Marksman uses skill Quick Shot
09:12:41
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:12:41
SQ
-> Behaviors to pick from:
Attack.Bow (25.6061)(*), Idle (1), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Roam (0), Flee (0), Reload (0), Defend.Rotation (0), Engage.Ranged (0), Retreat (0), SwitchTo.Ranged (0)
Attack.Bow (25.6061)(*), Idle (1), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Roam (0), Flee (0), Reload (0), Defend.Rotation (0), Engage.Ranged (0), Retreat (0), SwitchTo.Ranged (0)
09:12:41
SQ
-> Behavior picked: Attack.Bow (25.6061)
09:12:41
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:12:41
SQ
Bandit Marksman uses skill Quick Shot
09:12:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Flee (0), Reload (0), Defend.Rotation (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), Attack.Puncture (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Flee (0), Reload (0), Defend.Rotation (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Attack.Bow (0)
09:12:42
SQ
-> Behavior picked: Idle (1)
09:12:42
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:12:42
SQ
* ---------------------------------------------------
09:12:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:12:42
SQ
Turn started for Bandit Marksman
09:12:42
SQ
*
09:12:42
SQ
* Bandit Marksman: Starting turn.
09:12:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:12:42
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:12:42
SQ
-> Behaviors to pick from:
Attack.Bow (43.9356)(*), Idle (1), Attack.Default (0), Flee (0), Reload (0), Attack.Puncture (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0), Roam (0), Defend.Rotation (0)
Attack.Bow (43.9356)(*), Idle (1), Attack.Default (0), Flee (0), Reload (0), Attack.Puncture (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0), Roam (0), Defend.Rotation (0)
09:12:42
SQ
-> Behavior picked: Attack.Bow (43.9356)
09:12:43
SQ
* Bandit Marksman: Using Aimed Shot against Winrich!
09:12:43
SQ
Bandit Marksman uses skill Aimed Shot
09:12:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0), Roam (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Attack.Default (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0), Roam (0), Flee (0), Attack.Bow (0)
09:12:47
SQ
-> Behavior picked: Idle (1)
09:12:47
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:12:47
SQ
* ---------------------------------------------------
09:12:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:12:47
SQ
Turn started for Palaemon the Oldguard
09:12:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:12:51
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [The Wolf]
09:12:51
SQ
Palaemon the Oldguard uses skill Slash
09:12:53
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [The Wolf]
09:12:53
SQ
Palaemon the Oldguard uses skill Slash
09:12:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:12:53
SQ
Turn started for Bandit Marksman
09:12:53
SQ
*
09:12:53
SQ
* Bandit Marksman: Starting turn.
09:12:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:12:53
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:12:53
SQ
-> Behaviors to pick from:
Attack.Bow (30.1881)(*), Idle (1), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Defend (0), Retreat (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), SwitchTo.Melee (0), Flee (0)
Attack.Bow (30.1881)(*), Idle (1), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Defend (0), Retreat (0), Attack.Default (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), BreakFree (0), SwitchTo.Melee (0), Flee (0)
09:12:53
SQ
-> Behavior picked: Attack.Bow (30.1881)
09:12:54
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:12:54
SQ
Bandit Marksman uses skill Quick Shot
09:12:55
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:12:55
SQ
-> Behaviors to pick from:
Attack.Bow (29.6936)(*), Idle (1), Engage.Ranged (0), Defend (0), Reload (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0)
Attack.Bow (29.6936)(*), Idle (1), Engage.Ranged (0), Defend (0), Reload (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0)
09:12:55
SQ
-> Behavior picked: Attack.Bow (29.6936)
09:12:55
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:12:55
SQ
Bandit Marksman uses skill Quick Shot
09:12:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), SwitchTo.Melee (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Default (0), Defend (0), Attack.Bow (0)
Idle (1)(*), Engage.Ranged (0), SwitchTo.Melee (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Default (0), Defend (0), Attack.Bow (0)
09:12:56
SQ
-> Behavior picked: Idle (1)
09:12:56
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:12:56
SQ
* ---------------------------------------------------
09:12:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:12:56
SQ
Turn started for Bandit Raider
09:12:56
SQ
*
09:12:56
SQ
* Bandit Raider: Starting turn.
09:12:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:12:57
SQ
-> Behaviors to pick from:
Defend.Shieldwall (81.0821)(*), Attack.Default (55.6836)(*), Idle (1), Retreat (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Split (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Swing (0), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Flee (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0)
Defend.Shieldwall (81.0821)(*), Attack.Default (55.6836)(*), Idle (1), Retreat (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Split (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Swing (0), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Flee (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0)
09:12:57
SQ
-> Behavior picked: Defend.Shieldwall (81.0821)
09:12:57
SQ
* Bandit Raider: Using Shieldwall!
09:12:57
SQ
Bandit Raider uses skill Shieldwall
09:12:57
SQ
-> Behaviors to pick from:
Attack.Default (54.8122)(*), Idle (1), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Split (0), Attack.Puncture (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Roam (0), Flee (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Shieldwall (0)
Attack.Default (54.8122)(*), Idle (1), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Split (0), Attack.Puncture (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Roam (0), Flee (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Shieldwall (0)
09:12:57
SQ
-> Behavior picked: Attack.Default (54.8122)
09:12:58
SQ
* Bandit Raider: Using Flail against Gerhard!
09:12:58
SQ
Bandit Raider uses skill Flail
09:12:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.Puncture (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Roam (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Attack.Puncture (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Roam (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Default (0)
09:12:58
SQ
-> Behavior picked: Idle (1)
09:12:58
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:12:58
SQ
* ---------------------------------------------------
09:12:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:12:59
SQ
Turn started for Bandit Raider
09:12:59
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:12:59
SQ
*
09:12:59
SQ
* Bandit Raider: Starting turn.
09:12:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:12:59
SQ
-> Behaviors to pick from:
Defend.Shieldwall (123.09)(*), Attack.SplitShield (89.2151)(*), Attack.Default (23.4555), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0)
Defend.Shieldwall (123.09)(*), Attack.SplitShield (89.2151)(*), Attack.Default (23.4555), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0)
09:12:59
SQ
-> Behavior picked: Defend.Shieldwall (123.09)
09:13:00
SQ
* Bandit Raider: Using Shieldwall!
09:13:00
SQ
Bandit Raider uses skill Shieldwall
09:13:00
SQ
-> Behaviors to pick from:
Attack.SplitShield (88.1093)(*), Attack.Default (23.1643)(*), Idle (1), Retreat (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Attack.SplitShield (88.1093)(*), Attack.Default (23.1643)(*), Idle (1), Retreat (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
09:13:00
SQ
-> Behavior picked: Attack.SplitShield (88.1093)
09:13:01
SQ
* Bandit Raider: Using Split Shield against Alfgeir!
09:13:01
SQ
Bandit Raider uses skill Split Shield
09:13:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), Defend.Riposte (0), Retreat (0), Flee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Default (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0)
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), Defend.Riposte (0), Retreat (0), Flee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Default (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0)
09:13:01
SQ
-> Behavior picked: Idle (1)
09:13:01
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:13:01
SQ
* ---------------------------------------------------
09:13:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:13:01
SQ
Turn started for Svein
09:13:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:13:04
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
09:13:04
SQ
Svein uses skill Thrust
09:13:06
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
09:13:06
SQ
Svein uses skill Thrust
09:13:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:13:06
SQ
Turn started for Winrich
09:13:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:13:09
SQ
[Winrich] executes skill [Slash] on target [The Wolf]
09:13:09
SQ
Winrich uses skill Slash
09:13:09
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:13:11
SQ
[Winrich] executes skill [Slash] on target [The Wolf]
09:13:11
SQ
Winrich uses skill Slash
09:13:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:13:11
SQ
Turn started for Ragnar the Blade
09:13:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:13:19
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Raider]
09:13:19
SQ
Ragnar the Blade uses skill Aimed Shot
09:13:20
SQ
Bandit Raider has died.
09:13:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:13:21
SQ
Turn started for Torleif
09:13:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:13:24
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
09:13:24
SQ
Torleif uses skill Impale
09:13:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:13:26
SQ
Turn started for Alfgeir
09:13:26
SQ
Skill [Shieldwall] removed from [Alfgeir].
09:13:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:13:28
SQ
[Alfgeir] executes skill [Shieldwall] on target [Alfgeir]
09:13:28
SQ
Alfgeir uses skill Shieldwall
09:13:31
SQ
[Alfgeir] executes skill [Thrust] on target [The Wolf]
09:13:31
SQ
Alfgeir uses skill Thrust
09:13:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:13:31
SQ
Turn started for Alantyr the Swift
09:13:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:13:35
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
09:13:35
SQ
Alantyr the Swift uses skill Impale
09:13:35
SQ
Bandit Raider has died.
09:13:35
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:13:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:13:39
SQ
Turn started for Gerhard
09:13:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:13:44
SQ
Skill [Hidden] removed from [Gerhard].
09:13:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:13:45
SQ
Turn started for Bjarne
09:13:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:13:48
SQ
Skill [Hidden] removed from [Bjarne].
09:13:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:13:50
SQ
Turn started for Gunnar the Hound
09:13:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:13:59
SQ
Skill [Hidden] removed from [Gunnar the Hound].
09:14:00
SQ
INFO: Next round issued: 7
09:14:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:14:01
SQ
Turn started for Bandit Marksman
09:14:01
SQ
*
09:14:01
SQ
* Bandit Marksman: Starting turn.
09:14:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:14:01
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:14:01
SQ
-> Behaviors to pick from:
Retreat (1058.33)(*), Attack.Bow (21.5347), Idle (1), Roam (0), Attack.Default (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Reload (0)
Retreat (1058.33)(*), Attack.Bow (21.5347), Idle (1), Roam (0), Attack.Default (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Engage.Melee (0), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Reload (0)
09:14:01
SQ
-> Behavior picked: Retreat (1058.33)
09:14:02
SQ
* Bandit Marksman: Retreating.
09:14:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:14:04
SQ
Turn started for Thorismund Balduric
09:14:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:14:15
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
09:14:15
SQ
Thorismund Balduric uses skill Impale
09:14:15
SQ
Bandit Raider has died.
09:14:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:14:17
SQ
Turn started for Bandit Marksman
09:14:17
SQ
*
09:14:17
SQ
* Bandit Marksman: Starting turn.
09:14:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:14:17
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:14:17
SQ
-> Behaviors to pick from:
Retreat (1100)(*), Engage.Ranged (222.222), Attack.Bow (43.0807), Idle (1), SwitchTo.Ranged (0), Flee (0), Reload (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend (0)
Retreat (1100)(*), Engage.Ranged (222.222), Attack.Bow (43.0807), Idle (1), SwitchTo.Ranged (0), Flee (0), Reload (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend (0)
09:14:17
SQ
-> Behavior picked: Retreat (1100)
09:14:18
SQ
* Bandit Marksman: Retreating.
09:14:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:14:19
SQ
Turn started for Bandit Marksman
09:14:19
SQ
*
09:14:19
SQ
* Bandit Marksman: Starting turn.
09:14:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:14:20
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Attack.Puncture (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Roam (0), Flee (0), Reload (0), Attack.Default (0)
SwitchTo.Melee (100)(*), Idle (1), Attack.Puncture (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Roam (0), Flee (0), Reload (0), Attack.Default (0)
09:14:20
SQ
-> Behavior picked: SwitchTo.Melee (100)
09:14:20
SQ
* Bandit Marksman: Switching to melee weapon!
09:14:20
SQ
-> Behaviors to pick from:
Attack.Default (12.52)(*), Idle (1), Engage.Melee (0), Defend (0), Attack.Puncture (0), Flee (0), Reload (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0)
Attack.Default (12.52)(*), Idle (1), Engage.Melee (0), Defend (0), Attack.Puncture (0), Flee (0), Reload (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0)
09:14:20
SQ
-> Behavior picked: Attack.Default (12.52)
09:14:20
SQ
* Bandit Marksman: Using Bash against Bjarne!
09:14:20
SQ
Bandit Marksman uses skill Bash
09:14:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Reload (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Reload (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0), Attack.Default (0)
09:14:20
SQ
-> Behavior picked: Idle (1)
09:14:21
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:14:21
SQ
* ---------------------------------------------------
09:14:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:14:21
SQ
Turn started for Bandit Marksman
09:14:21
SQ
*
09:14:21
SQ
* Bandit Marksman: Starting turn.
09:14:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:14:21
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:14:21
SQ
-> Behaviors to pick from:
Retreat (1100)(*), Engage.Ranged (222.222), Attack.Bow (47.7222), Idle (1), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Defend (0), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Puncture (0)
Retreat (1100)(*), Engage.Ranged (222.222), Attack.Bow (47.7222), Idle (1), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Defend (0), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Puncture (0)
09:14:21
SQ
-> Behavior picked: Retreat (1100)
09:14:22
SQ
* Bandit Marksman: Retreating.
09:14:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:14:23
SQ
Turn started for Palaemon the Oldguard
09:14:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:14:28
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [The Wolf]
09:14:28
SQ
Palaemon the Oldguard uses skill Slash
09:14:28
SQ
The Wolf has died.
09:14:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: false)
09:14:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:14:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:14:32
SQ
Turn started for Svein
09:14:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:14:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:14:37
SQ
Turn started for Bandit Marksman
09:14:37
SQ
*
09:14:37
SQ
* Bandit Marksman: Starting turn.
09:14:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:14:38
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:14:38
SQ
-> Behaviors to pick from:
Retreat (1141.67)(*), Engage.Ranged (644.444)(*), Attack.Bow (53.5546), Idle (1), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0), Flee (0), Defend (0), Roam (0), Defend.Rotation (0), Reload (0)
Retreat (1141.67)(*), Engage.Ranged (644.444)(*), Attack.Bow (53.5546), Idle (1), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0), Flee (0), Defend (0), Roam (0), Defend.Rotation (0), Reload (0)
09:14:38
SQ
-> Behavior picked: Engage.Ranged (644.444)
09:14:38
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
09:14:39
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:14:39
SQ
-> Behaviors to pick from:
Retreat (1141.67)(*), Attack.Bow (12.117), Idle (1), BreakFree (0), Defend (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Default (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Reload (0), Attack.Puncture (0), Engage.Ranged (0)
Retreat (1141.67)(*), Attack.Bow (12.117), Idle (1), BreakFree (0), Defend (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Default (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Reload (0), Attack.Puncture (0), Engage.Ranged (0)
09:14:39
SQ
-> Behavior picked: Retreat (1141.67)
09:14:39
SQ
* Bandit Marksman: Retreating.
09:14:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:14:39
SQ
Turn started for Ragnar the Blade
09:14:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:14:42
SQ
Skill [Hidden] removed from [Ragnar the Blade].
09:14:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:14:46
SQ
Turn started for Winrich
09:14:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:14:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:14:53
SQ
Turn started for Torleif
09:14:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:14:57
UI
equip item: 50663215
09:14:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:14:59
SQ
Turn started for Gerhard
09:15:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:15:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:15:06
SQ
Turn started for Bjarne
09:15:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:15:09
SQ
[Bjarne] executes skill [Knock Back] on target [Bandit Marksman]
09:15:09
SQ
Bjarne uses skill Knock Back
09:15:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:15:12
SQ
Turn started for Alantyr the Swift
09:15:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:15:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:15:18
SQ
Turn started for Gunnar the Hound
09:15:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:15:21
SQ
Skill [Hidden] removed from [Gunnar the Hound].
09:15:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:15:23
SQ
Turn started for Alfgeir
09:15:23
SQ
Skill [Shieldwall] removed from [Alfgeir].
09:15:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:15:25
SQ
Skill [Hidden] removed from [Alfgeir].
09:15:27
SQ
INFO: Next round issued: 8
09:15:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:15:28
SQ
Turn started for Bandit Marksman
09:15:28
SQ
*
09:15:28
SQ
* Bandit Marksman: Starting turn.
09:15:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:15:28
SQ
-> Behaviors to pick from:
Retreat (1141.67)(*), Attack.Bow (12.4621), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Engage.Melee (0), Engage.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Reload (0), Attack.Puncture (0), Roam (0)
Retreat (1141.67)(*), Attack.Bow (12.4621), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Engage.Melee (0), Engage.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Reload (0), Attack.Puncture (0), Roam (0)
09:15:28
SQ
-> Behavior picked: Retreat (1141.67)
09:15:28
SQ
* Bandit Marksman: Retreating.
09:15:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:15:29
SQ
Turn started for Thorismund Balduric
09:15:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:15:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:15:34
SQ
Turn started for Bandit Marksman
09:15:34
SQ
*
09:15:34
SQ
* Bandit Marksman: Starting turn.
09:15:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:15:35
SQ
-> Behaviors to pick from:
Retreat (1141.67)(*), Attack.Bow (12.3314), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Defend.Rotation (0), Reload (0), Defend (0), Engage.Melee (0), Engage.Ranged (0)
Retreat (1141.67)(*), Attack.Bow (12.3314), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Defend.Rotation (0), Reload (0), Defend (0), Engage.Melee (0), Engage.Ranged (0)
09:15:35
SQ
-> Behavior picked: Retreat (1141.67)
09:15:35
SQ
* Bandit Marksman: Retreating.
09:15:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:15:37
SQ
Turn started for Svein
09:15:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:15:38
Resource
Loading: music/bandits_02.music
09:15:38
Resource
Unloading: music/bandits_01.music
09:15:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:15:41
SQ
Turn started for Bandit Marksman
09:15:41
SQ
*
09:15:41
SQ
* Bandit Marksman: Starting turn.
09:15:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:15:42
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:15:42
SQ
-> Behaviors to pick from:
Retreat (1141.67)(*), Engage.Ranged (222.222), Attack.Bow (19.7513), Idle (1), SwitchTo.Melee (0), Attack.Default (0), BreakFree (0), Reload (0), Defend (0), Defend.Rotation (0), Roam (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0)
Retreat (1141.67)(*), Engage.Ranged (222.222), Attack.Bow (19.7513), Idle (1), SwitchTo.Melee (0), Attack.Default (0), BreakFree (0), Reload (0), Defend (0), Defend.Rotation (0), Roam (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0)
09:15:42
SQ
-> Behavior picked: Retreat (1141.67)
09:15:42
SQ
* Bandit Marksman: Retreating.
09:15:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:15:44
SQ
Turn started for Palaemon the Oldguard
09:15:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:15:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:15:49
SQ
Turn started for Bandit Marksman
09:15:49
SQ
*
09:15:49
SQ
* Bandit Marksman: Starting turn.
09:15:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:15:50
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:15:50
SQ
-> Behaviors to pick from:
Retreat (1141.67)(*), Engage.Ranged (444.444)(*), Attack.Bow (32.7452), Idle (1), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0), Reload (0), Attack.Puncture (0), Roam (0), Engage.Melee (0), BreakFree (0)
Retreat (1141.67)(*), Engage.Ranged (444.444)(*), Attack.Bow (32.7452), Idle (1), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0), Reload (0), Attack.Puncture (0), Roam (0), Engage.Melee (0), BreakFree (0)
09:15:50
SQ
-> Behavior picked: Retreat (1141.67)
09:15:50
SQ
* Bandit Marksman: Retreating.
09:15:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:15:52
SQ
Turn started for Torleif
09:15:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:15:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:15:55
SQ
Turn started for Bandit Marksman
09:15:55
SQ
*
09:15:55
SQ
* Bandit Marksman: Starting turn.
09:15:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:15:55
SQ
-> Behaviors to pick from:
Attack.Default (12.4)(*), Idle (1), Flee (0), SwitchTo.Melee (0), Reload (0), Defend.Rotation (0), Defend (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Attack.Default (12.4)(*), Idle (1), Flee (0), SwitchTo.Melee (0), Reload (0), Defend.Rotation (0), Defend (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:15:55
SQ
-> Behavior picked: Attack.Default (12.4)
09:15:56
SQ
* Bandit Marksman: Using Bash against Bjarne!
09:15:56
SQ
Bandit Marksman uses skill Bash
09:15:56
SQ
-> Behaviors to pick from:
Attack.Default (12.2)(*), Idle (1), Reload (0), Defend.Rotation (0), Flee (0), Retreat (0), Attack.Puncture (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Engage.Melee (0), Engage.Ranged (0), SwitchTo.Melee (0)
Attack.Default (12.2)(*), Idle (1), Reload (0), Defend.Rotation (0), Flee (0), Retreat (0), Attack.Puncture (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Engage.Melee (0), Engage.Ranged (0), SwitchTo.Melee (0)
09:15:56
SQ
-> Behavior picked: Attack.Default (12.2)
09:15:56
SQ
* Bandit Marksman: Using Bash against Bjarne!
09:15:56
SQ
Bandit Marksman uses skill Bash
09:15:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Attack.Puncture (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Engage.Melee (0), Engage.Ranged (0), Defend.Rotation (0), Attack.Default (0)
Idle (1)(*), Reload (0), Attack.Puncture (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Engage.Melee (0), Engage.Ranged (0), Defend.Rotation (0), Attack.Default (0)
09:15:57
SQ
-> Behavior picked: Idle (1)
09:15:57
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:15:57
SQ
* ---------------------------------------------------
09:15:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:15:57
SQ
Turn started for Ragnar the Blade
09:15:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:16:01
SQ
Skill [Hidden] removed from [Ragnar the Blade].
09:16:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:16:02
SQ
Turn started for Gerhard
09:16:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:16:07
SQ
Skill [Hidden] removed from [Gerhard].
09:16:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:16:09
SQ
Turn started for Winrich
09:16:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:16:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:16:11
SQ
Turn started for Alantyr the Swift
09:16:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:16:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:16:13
SQ
Turn started for Gunnar the Hound
09:16:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:16:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:16:15
SQ
Turn started for Bjarne
09:16:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:16:19
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Marksman]
09:16:19
SQ
Bjarne uses skill Cleave
09:16:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:16:22
SQ
Turn started for Alfgeir
09:16:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:16:24
SQ
INFO: Next round issued: 9
09:16:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:16:25
SQ
Turn started for Bandit Marksman
09:16:25
SQ
*
09:16:25
SQ
* Bandit Marksman: Starting turn.
09:16:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:16:25
SQ
-> Behaviors to pick from:
Retreat (1141.67)(*), Engage.Ranged (100), Idle (1), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Defend (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), Attack.Default (0), Attack.Bow (0)
Retreat (1141.67)(*), Engage.Ranged (100), Idle (1), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Defend (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), Attack.Default (0), Attack.Bow (0)
09:16:25
SQ
-> Behavior picked: Retreat (1141.67)
09:16:25
SQ
* Bandit Marksman: Retreating.
09:16:25
SQ
* Bandit Marksman: Retreated!
09:16:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:16:25
SQ
Turn started for Thorismund Balduric
09:16:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:16:28
SQ
Skill [Hidden] removed from [Thorismund Balduric].
09:16:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:16:30
SQ
Turn started for Svein
09:16:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:16:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:16:34
SQ
Turn started for Torleif
09:16:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:16:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:16:36
SQ
Turn started for Bandit Marksman
09:16:36
SQ
*
09:16:36
SQ
* Bandit Marksman: Starting turn.
09:16:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:16:37
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
09:16:37
SQ
-> Behaviors to pick from:
Retreat (1183.33)(*), Engage.Ranged (75), Attack.Bow (20.7652), Idle (1), Attack.Default (0), Defend.Rotation (0), Reload (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0)
Retreat (1183.33)(*), Engage.Ranged (75), Attack.Bow (20.7652), Idle (1), Attack.Default (0), Defend.Rotation (0), Reload (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0)
09:16:37
SQ
-> Behavior picked: Retreat (1183.33)
09:16:37
SQ
* Bandit Marksman: Retreating.
09:16:39
SQ
* Bandit Marksman: Retreated!
09:16:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:16:39
SQ
Turn started for Bandit Marksman
09:16:39
SQ
*
09:16:39
SQ
* Bandit Marksman: Starting turn.
09:16:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:16:40
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
09:16:40
SQ
-> Behaviors to pick from:
Retreat (1225)(*), Engage.Ranged (75), Attack.Bow (12.3118), Idle (1), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Reload (0)
Retreat (1225)(*), Engage.Ranged (75), Attack.Bow (12.3118), Idle (1), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Reload (0)
09:16:40
SQ
-> Behavior picked: Retreat (1225)
09:16:40
SQ
* Bandit Marksman: Retreating.
09:16:40
SQ
* Bandit Marksman: Retreated!
09:16:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:16:40
SQ
Turn started for Bandit Marksman
09:16:40
SQ
*
09:16:40
SQ
* Bandit Marksman: Starting turn.
09:16:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:16:40
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:16:40
SQ
-> Behaviors to pick from:
Retreat (1266.67)(*), Engage.Ranged (266.667), Attack.Bow (25.1962), Idle (1), Defend (0), Reload (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Attack.Default (0)
Retreat (1266.67)(*), Engage.Ranged (266.667), Attack.Bow (25.1962), Idle (1), Defend (0), Reload (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Attack.Default (0)
09:16:40
SQ
-> Behavior picked: Retreat (1266.67)
09:16:41
SQ
* Bandit Marksman: Retreating.
09:16:42
SQ
* Bandit Marksman: Retreated!
09:16:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:16:42
SQ
Turn started for Palaemon the Oldguard
09:16:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:16:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:16:46
SQ
Turn started for Winrich
09:16:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:16:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:16:48
SQ
Turn started for Gerhard
09:16:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:16:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:16:49
SQ
Turn started for Ragnar the Blade
09:16:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:16:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:16:56
SQ
Turn started for Alantyr the Swift
09:16:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:16:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:16:58
SQ
Turn started for Bandit Marksman
09:16:58
SQ
*
09:16:58
SQ
* Bandit Marksman: Starting turn.
09:16:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:16:58
SQ
-> Behaviors to pick from:
Attack.Default (12.239)(*), Idle (1), Retreat (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Ranged (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Bow (0), Flee (0), Reload (0)
Attack.Default (12.239)(*), Idle (1), Retreat (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Ranged (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Bow (0), Flee (0), Reload (0)
09:16:58
SQ
-> Behavior picked: Attack.Default (12.239)
09:16:59
SQ
* Bandit Marksman: Using Bash against Bjarne!
09:16:59
SQ
Bandit Marksman uses skill Bash
09:16:59
SQ
-> Behaviors to pick from:
Attack.Default (11.8857)(*), Idle (1), Attack.Puncture (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0), Flee (0), BreakFree (0), Defend (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Reload (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
Attack.Default (11.8857)(*), Idle (1), Attack.Puncture (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0), Flee (0), BreakFree (0), Defend (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Reload (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
09:16:59
SQ
-> Behavior picked: Attack.Default (11.8857)
09:17:00
SQ
* Bandit Marksman: Using Bash against Bjarne!
09:17:00
SQ
Bandit Marksman uses skill Bash
09:17:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Flee (0), Retreat (0), Attack.Bow (0), SwitchTo.Melee (0), BreakFree (0), Defend (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), Flee (0), Retreat (0), Attack.Bow (0), SwitchTo.Melee (0), BreakFree (0), Defend (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0)
09:17:00
SQ
-> Behavior picked: Idle (1)
09:17:00
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:17:00
SQ
* ---------------------------------------------------
09:17:00
UI
ERROR: Failed to update entity. Reason: Entity id: 2331019 not found.
09:17:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:17:00
SQ
Turn started for Gunnar the Hound
09:17:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:17:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:17:02
SQ
Turn started for Alfgeir
09:17:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:17:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:17:03
SQ
Turn started for Bjarne
09:17:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:17:06
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Marksman]
09:17:06
SQ
Bjarne uses skill Cleave
09:17:08
SQ
INFO: Next round issued: 10
09:17:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:17:08
SQ
Turn started for Torleif
09:17:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:17:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:17:10
SQ
Turn started for Thorismund Balduric
09:17:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:17:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:17:18
SQ
Turn started for Svein
09:17:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:17:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:17:23
SQ
Turn started for Winrich
09:17:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:17:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:17:25
SQ
Turn started for Gerhard
09:17:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:17:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:17:26
SQ
Turn started for Alantyr the Swift
09:17:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:17:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:17:28
SQ
Turn started for Palaemon the Oldguard
09:17:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:17:33
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Marksman]
09:17:33
SQ
Palaemon the Oldguard uses skill Slash
09:17:33
SQ
Bandit Marksman has died.
09:17:33
Resource
Unloading: gfx/orientation_overlay.png
09:17:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: false)
09:17:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:17:37
Resource
Loading: music/victory_01.music
09:17:37
Resource
Unloading: music/bandits_02.music
09:18:00
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
09:18:00
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
09:18:00
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
09:18:00
SQ
World::onCombatFinished
09:18:00
SQ
TacticalState::onFinish
09:18:00
Resource
Unloading: gfx/object_0.png
09:18:00
Resource
Unloading: gfx/detail.png
09:18:00
Resource
Unloading Resource Package "Temporary Tactical Resources".
09:18:00
Resource
Unloading: sounds/combat/repel_hit_01.wav
09:18:00
Resource
Unloading: sounds/combat/repel_hit_02.wav
09:18:00
Resource
Unloading: sounds/combat/repel_hit_03.wav
09:18:00
UI
IngameMenuScreen::UNREGISTER
09:18:00
UI
MainMenuModule::UNREGISTER
09:18:00
UI
LoadCampaignMenuModule::UNREGISTER
09:18:00
UI
SaveCampaignMenuModule::UNREGISTER
09:18:00
UI
OptionsMenuModule::UNREGISTER
09:18:00
UI
OptionsMenuModuleVideoPanel::UNREGISTER
09:18:00
UI
OptionsMenuModuleVideoPanel::UNREGISTER
09:18:00
UI
OptionsMenuModuleControlsPanel::UNREGISTER
09:18:00
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
09:18:00
UI
TacticalFleeScreen::UNREGISTER
09:18:00
UI
CharacterScreen::UNREGISTER
09:18:00
UI
CharacterScreenLeftPanelModule::UNREGISTER
09:18:00
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
09:18:00
UI
CharacterScreenPaperdollModule::UNREGISTER
09:18:00
UI
CharacterScreenSkillsModule::UNREGISTER
09:18:00
UI
CharacterScreenStatsModule::UNREGISTER
09:18:00
UI
CharacterScreenRightPanelModule::UNREGISTER
09:18:00
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
09:18:00
UI
CharacterScreenInventoryListModule::UNREGISTER
09:18:00
UI
CharacterScreenPerksModule::UNREGISTER
09:18:00
UI
CharacterScreenBrothersListModule::UNREGISTER
09:18:00
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
09:18:00
UI
TacticalScreen::UNREGISTER
09:18:00
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
09:18:00
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
09:18:00
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
09:18:00
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
09:18:00
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
09:18:00
UI
TacticalCombatResultScreen::UNREGISTER
09:18:00
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
09:18:00
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
09:18:04
Resource
Loading: music/worldmap_05.music
09:18:04
Resource
Unloading: music/victory_01.music
09:20:37
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
09:20:41
UI
drop item into inventory: 55342270
09:21:53
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
09:22:07
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
09:22:27
SQ
contract removed: contract.destroy_bandit_camp
09:22:36
SQ
contract removed: contract.errant
09:22:38
SQ
contract removed: contract.errant
09:22:39
SQ
contract removed: contract.destroy_inactive_location
09:22:39
SQ
contract added: contract.errant
09:22:40
SQ
contract removed: contract.errant
09:23:15
SQ
contract removed: contract.destroy_inactive_location
09:23:23
SQ
contract added: contract.destroy_orc_camp
09:23:27
SQ
contract added: contract.errant
09:23:30
SQ
contract added: contract.errant
09:23:33
SQ
contract added: contract.errant
09:23:35
SQ
Location entered: Malmkrog
09:23:39
Resource
Loading: music/village_01.music
09:23:39
Resource
Unloading: music/worldmap_05.music
09:25:19
Resource
Loading: music/worldmap_07.music
09:25:19
Resource
Unloading: music/village_01.music
09:25:23
SQ
Save campaign: Hawksmoor's Hellions
09:25:24
Scene
Finished saving scene.
09:26:07
SQ
Save campaign: Hawksmoor's Hellions
09:26:08
Scene
Finished saving scene.
09:26:12
SQ
Location entered: Malmkrog
09:26:16
Resource
Loading: music/village_01.music
09:26:16
Resource
Unloading: music/worldmap_07.music
09:26:18
SQ
You hired: Gothart
09:27:20
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
09:28:04
SQ
done
09:28:04
UI
Paperdoll -> Backpack (targetItemIdx: 1)
09:28:29
SQ
contract activated: contract.errant
09:28:34
Resource
Loading: music/worldmap_05.music
09:28:34
Resource
Unloading: music/village_01.music
09:28:34
Resource
Loading: music/worldmap_06.music
09:28:34
Resource
Unloading: music/worldmap_05.music
09:28:37
SQ
contract removed: contract.destroy_orc_camp
09:28:41
SQ
contract added: contract.errant
09:28:44
SQ
chance to fire event: 1.0007%
09:28:53
SQ
chance to fire event: 1.89359%
09:28:53
SQ
contract removed: contract.errant
09:29:01
SQ
chance to fire event: 2.85614%
09:29:03
SQ
contract removed: contract.destroy_bandit_camp
09:29:05
SQ
contract added: contract.errant
09:29:22
UI
equip item: 54220338
09:29:34
SQ
chance to fire event: 3.8188%
09:29:34
SQ
contract removed: contract.errant
09:29:43
SQ
chance to fire event: 4.78125%
09:29:45
SQ
contract added: contract.errant
09:29:48
SQ
contract added: contract.errant
09:29:55
SQ
Save campaign: autosave
09:29:56
Scene
Finished saving scene.
09:29:56
SQ
WorldState::onHide
09:29:57
UI
CharacterScreen::REGISTER
09:29:57
UI
CharacterScreenLeftPanelModule::REGISTER
09:29:57
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
09:29:57
UI
CharacterScreenPaperdollModule::REGISTER
09:29:57
UI
CharacterScreenSkillsModule::REGISTER
09:29:57
UI
CharacterScreenStatsModule::REGISTER
09:29:57
UI
CharacterScreenRightPanelModule::REGISTER
09:29:57
UI
CharacterScreenRightPanelHeaderModule::REGISTER
09:29:57
UI
CharacterScreenInventoryListModule::REGISTER
09:29:57
UI
CharacterScreenPerksModule::REGISTER
09:29:57
UI
CharacterScreenBrothersListModule::REGISTER
09:29:57
UI
CharacterScreenBattleStartFooterModule::REGISTER
09:29:57
UI
TacticalFleeScreen::REGISTER
09:29:57
UI
IngameMenuScreen::REGISTER
09:29:57
UI
MainMenuModule::REGISTER
09:29:57
UI
LoadCampaignMenuModule::REGISTER
09:29:57
UI
SaveCampaignMenuModule::REGISTER
09:29:57
UI
OptionsMenuModule::REGISTER
09:29:57
UI
OptionsMenuModuleVideoPanel::REGISTER
09:29:57
UI
OptionsMenuModuleAudioPanel::REGISTER
09:29:57
UI
OptionsMenuModuleControlsPanel::REGISTER
09:29:57
UI
OptionsMenuModuleGameplayPanel::REGISTER
09:29:57
UI
TacticalCombatResultScreen::REGISTER
09:29:57
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
09:29:57
UI
TacticalCombatResultScreenLootPanel::REGISTER
09:29:57
UI
TacticalScreen::REGISTER
09:29:57
UI
TacticalScreenTurnSequenceBarModule::REGISTER
09:29:57
UI
TacticalScreenOrientationOverlayModule::REGISTER
09:29:57
UI
TacticalScreenTopbarEventLogModule::REGISTER
09:29:57
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
09:29:57
UI
TacticalScreenTopbarOptionsModule::REGISTER
09:29:57
Resource
Loading: gfx/detail.png
09:29:57
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
09:29:57
Resource
Loading: gfx/object_0.png
09:29:57
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
09:29:57
Resource
Loading: gfx/orientation_overlay.png
09:29:57
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
09:29:57
SQ
TACTICAL: STASH LOCKED: true
09:29:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:29:57
SQ
Turn started for Bandit Marksman
09:29:57
SQ
*
09:29:57
SQ
* Bandit Marksman: Starting turn.
09:29:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:29:57
SQ
INFO: Next round issued: 1
09:29:57
Resource
Started loading Resource Package "Temporary Tactical Resources".
09:29:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:29:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:29:57
SQ
defensive score: 0.975069
09:29:57
SQ
defensive threshold: 2.92308
09:29:58
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
09:29:58
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (25.0305)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (75)(*), Attack.Bow (25.0305)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:29:58
SQ
-> Behavior picked: Attack.Bow (25.0305)
09:29:58
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
09:29:58
SQ
Bandit Marksman uses skill Aimed Shot
09:29:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:29:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:29:59
SQ
defensive score: 0.975069
09:29:59
SQ
defensive threshold: 2.92308
09:29:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
09:29:59
SQ
-> Behavior picked: Idle (1)
09:29:59
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:29:59
SQ
* ---------------------------------------------------
09:30:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:30:00
SQ
Turn started for Bandit Marksman
09:30:00
SQ
*
09:30:00
SQ
* Bandit Marksman: Starting turn.
09:30:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:30:00
SQ
defensive score: 0.975069
09:30:00
SQ
defensive threshold: 2.92308
09:30:00
SQ
* Bandit Marksman: Considering improving position..
09:30:00
SQ
-> Behaviors to pick from:
Engage.Ranged (50)(*), Attack.Bow (26.7769)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (50)(*), Attack.Bow (26.7769)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:30:00
SQ
-> Behavior picked: Attack.Bow (26.7769)
09:30:00
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
09:30:00
SQ
Bandit Marksman uses skill Aimed Shot
09:30:01
Resource
Loading: music/bandits_01.music
09:30:01
Resource
Unloading: music/worldmap_06.music
09:30:02
SQ
defensive score: 0.975069
09:30:02
SQ
defensive threshold: 2.92308
09:30:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
09:30:02
SQ
-> Behavior picked: Idle (1)
09:30:02
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:30:02
SQ
* ---------------------------------------------------
09:30:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:30:02
SQ
Turn started for Ragnar the Blade
09:30:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:30:12
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
09:30:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:30:12
SQ
Turn started for Bandit Marksman
09:30:12
SQ
*
09:30:12
SQ
* Bandit Marksman: Starting turn.
09:30:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:30:13
SQ
defensive score: 0.975069
09:30:13
SQ
defensive threshold: 2.92308
09:30:13
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:30:13
SQ
-> Behaviors to pick from:
Attack.Bow (25.9425)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (25.9425)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:30:13
SQ
-> Behavior picked: Attack.Bow (25.9425)
09:30:13
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
09:30:13
SQ
Bandit Marksman uses skill Aimed Shot
09:30:16
SQ
defensive score: 0.975069
09:30:16
SQ
defensive threshold: 2.92308
09:30:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
09:30:16
SQ
-> Behavior picked: Idle (1)
09:30:16
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:30:16
SQ
* ---------------------------------------------------
09:30:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:30:17
SQ
Turn started for Bandit Marksman
09:30:17
SQ
*
09:30:17
SQ
* Bandit Marksman: Starting turn.
09:30:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:30:17
SQ
defensive score: 0.975069
09:30:17
SQ
defensive threshold: 2.92308
09:30:17
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:30:17
SQ
-> Behavior picked: Engage.Ranged (25)
09:30:17
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:30:17
SQ
* Bandit Marksman: Waiting until others have moved!
09:30:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:30:17
SQ
Turn started for Bandit Marksman
09:30:17
SQ
*
09:30:17
SQ
* Bandit Marksman: Starting turn.
09:30:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:30:18
SQ
defensive score: 0.975069
09:30:18
SQ
defensive threshold: 2.92308
09:30:18
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (23.5374)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (23.5374)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
09:30:18
SQ
-> Behavior picked: Engage.Ranged (80)
09:30:18
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (not visible)
09:30:18
SQ
defensive score: 0.975069
09:30:18
SQ
defensive threshold: 2.92308
09:30:18
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:30:18
SQ
-> Behaviors to pick from:
Attack.Bow (12.532)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
Attack.Bow (12.532)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
09:30:18
SQ
-> Behavior picked: Attack.Bow (12.532)
09:30:18
SQ
* Bandit Marksman: Using Quick Shot against Alfgeir!
09:30:18
SQ
Bandit Marksman uses skill Quick Shot
09:30:19
SQ
defensive score: 0.975069
09:30:19
SQ
defensive threshold: 2.92308
09:30:19
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
09:30:19
SQ
-> Behavior picked: Idle (1)
09:30:19
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
09:30:19
SQ
* ---------------------------------------------------
09:30:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:19
SQ
Turn started for Bandit Thug
09:30:19
SQ
*
09:30:19
SQ
* Bandit Thug: Starting turn.
09:30:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:19
SQ
defensive score: 0.975069
09:30:19
SQ
defensive threshold: 2.92308
09:30:19
SQ
-> Behaviors to pick from:
Engage.Melee (117.174)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (117.174)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:19
SQ
-> Behavior picked: Engage.Melee (117.174)
09:30:19
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:30:21
SQ
* Bandit Thug: Reached engage destination
09:30:21
SQ
defensive score: 0.975069
09:30:21
SQ
defensive threshold: 2.92308
09:30:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:21
SQ
-> Behavior picked: Idle (1)
09:30:21
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:21
SQ
* ---------------------------------------------------
09:30:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:21
SQ
Turn started for Bandit Thug
09:30:21
SQ
*
09:30:21
SQ
* Bandit Thug: Starting turn.
09:30:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:21
SQ
defensive score: 0.975069
09:30:21
SQ
defensive threshold: 2.92308
09:30:22
SQ
-> Behaviors to pick from:
Engage.Melee (54.8252)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (54.8252)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:22
SQ
-> Behavior picked: Engage.Melee (54.8252)
09:30:22
SQ
* Bandit Thug: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
09:30:23
SQ
* Bandit Thug: Reached engage destination
09:30:23
SQ
defensive score: 0.975069
09:30:23
SQ
defensive threshold: 2.92308
09:30:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:23
SQ
-> Behavior picked: Idle (1)
09:30:23
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:30:23
SQ
* ---------------------------------------------------
09:30:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:24
SQ
Turn started for Bandit Thug
09:30:24
SQ
*
09:30:24
SQ
* Bandit Thug: Starting turn.
09:30:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:24
SQ
defensive score: 0.975069
09:30:24
SQ
defensive threshold: 2.92308
09:30:24
SQ
-> Behaviors to pick from:
Engage.Melee (52.011)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (52.011)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:24
SQ
-> Behavior picked: Engage.Melee (52.011)
09:30:25
SQ
* Bandit Thug: Engaging to melee range with Alfgeir (visible), accepted_distance=0
09:30:26
SQ
* Bandit Thug: Reached engage destination
09:30:26
SQ
defensive score: 0.975069
09:30:26
SQ
defensive threshold: 2.92308
09:30:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:26
SQ
-> Behavior picked: Idle (1)
09:30:26
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:30:26
SQ
* ---------------------------------------------------
09:30:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:26
SQ
Turn started for Bandit Thug
09:30:26
SQ
*
09:30:26
SQ
* Bandit Thug: Starting turn.
09:30:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:27
SQ
defensive score: 0.975069
09:30:27
SQ
defensive threshold: 2.92308
09:30:27
SQ
-> Behaviors to pick from:
Engage.Melee (146.667)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (146.667)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:27
SQ
-> Behavior picked: Engage.Melee (146.667)
09:30:27
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:30:28
SQ
* Bandit Thug: Reached engage destination
09:30:28
SQ
defensive score: 0.975069
09:30:28
SQ
defensive threshold: 2.92308
09:30:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:29
SQ
-> Behavior picked: Idle (1)
09:30:29
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:30:29
SQ
* ---------------------------------------------------
09:30:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:29
SQ
Turn started for Bandit Thug
09:30:29
SQ
*
09:30:29
SQ
* Bandit Thug: Starting turn.
09:30:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:30
SQ
defensive score: 0.975069
09:30:30
SQ
defensive threshold: 2.92308
09:30:30
SQ
-> Behaviors to pick from:
Engage.Melee (52.8926)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (52.8926)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:30
SQ
-> Behavior picked: Engage.Melee (52.8926)
09:30:30
SQ
* Bandit Thug: Engaging to melee range with Alfgeir (visible), accepted_distance=0
09:30:31
SQ
* Bandit Thug: Reached engage destination
09:30:31
SQ
defensive score: 0.975069
09:30:31
SQ
defensive threshold: 2.92308
09:30:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:31
SQ
-> Behavior picked: Idle (1)
09:30:31
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:31
SQ
* ---------------------------------------------------
09:30:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:32
SQ
Turn started for Bandit Thug
09:30:32
SQ
*
09:30:32
SQ
* Bandit Thug: Starting turn.
09:30:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:32
SQ
defensive score: 0.975069
09:30:32
SQ
defensive threshold: 2.92308
09:30:32
SQ
-> Behaviors to pick from:
Engage.Melee (59.1202)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (59.1202)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:32
SQ
-> Behavior picked: Engage.Melee (59.1202)
09:30:33
SQ
* Bandit Thug: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
09:30:34
SQ
* Bandit Thug: Reached engage destination
09:30:34
SQ
defensive score: 0.975069
09:30:34
SQ
defensive threshold: 2.92308
09:30:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:34
SQ
-> Behavior picked: Idle (1)
09:30:34
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:30:34
SQ
* ---------------------------------------------------
09:30:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:34
SQ
Turn started for Bandit Thug
09:30:34
SQ
*
09:30:34
SQ
* Bandit Thug: Starting turn.
09:30:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:35
SQ
defensive score: 0.975069
09:30:35
SQ
defensive threshold: 2.92308
09:30:35
SQ
-> Behaviors to pick from:
Engage.Melee (64.2424)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (64.2424)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:35
SQ
-> Behavior picked: Engage.Melee (64.2424)
09:30:35
SQ
* Bandit Thug: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
09:30:37
SQ
* Bandit Thug: Reached engage destination
09:30:37
SQ
defensive score: 0.975069
09:30:37
SQ
defensive threshold: 2.92308
09:30:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:37
SQ
-> Behavior picked: Idle (1)
09:30:37
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:37
SQ
* ---------------------------------------------------
09:30:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:37
SQ
Turn started for Bandit Thug
09:30:37
SQ
*
09:30:37
SQ
* Bandit Thug: Starting turn.
09:30:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:37
SQ
defensive score: 0.975069
09:30:37
SQ
defensive threshold: 2.92308
09:30:37
SQ
-> Behaviors to pick from:
Engage.Melee (113.85)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (113.85)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:37
SQ
-> Behavior picked: Engage.Melee (113.85)
09:30:37
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:30:37
SQ
Skill [Hidden] removed from [Bandit Thug].
09:30:39
SQ
* Bandit Thug: Reached engage destination
09:30:39
SQ
defensive score: 0.975069
09:30:39
SQ
defensive threshold: 2.92308
09:30:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:39
SQ
-> Behavior picked: Idle (1)
09:30:39
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:39
SQ
* ---------------------------------------------------
09:30:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:39
SQ
Turn started for Bandit Thug
09:30:39
SQ
*
09:30:39
SQ
* Bandit Thug: Starting turn.
09:30:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:39
SQ
defensive score: 0.975069
09:30:39
SQ
defensive threshold: 2.92308
09:30:40
SQ
-> Behaviors to pick from:
Engage.Melee (67.7818)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (67.7818)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:40
SQ
-> Behavior picked: Engage.Melee (67.7818)
09:30:40
SQ
* Bandit Thug: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
09:30:41
SQ
* Bandit Thug: Reached engage destination
09:30:41
SQ
defensive score: 0.975069
09:30:41
SQ
defensive threshold: 2.92308
09:30:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:41
SQ
-> Behavior picked: Idle (1)
09:30:41
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:41
SQ
* ---------------------------------------------------
09:30:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:42
SQ
Turn started for Bandit Thug
09:30:42
SQ
*
09:30:42
SQ
* Bandit Thug: Starting turn.
09:30:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:42
SQ
defensive score: 0.975069
09:30:42
SQ
defensive threshold: 2.92308
09:30:42
SQ
-> Behaviors to pick from:
Engage.Melee (71.4182)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (71.4182)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:42
SQ
-> Behavior picked: Engage.Melee (71.4182)
09:30:42
SQ
* Bandit Thug: Engaging to melee range with Alfgeir (visible), accepted_distance=0
09:30:44
SQ
* Bandit Thug: Reached engage destination
09:30:44
SQ
defensive score: 0.975069
09:30:44
SQ
defensive threshold: 2.92308
09:30:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:44
SQ
-> Behavior picked: Idle (1)
09:30:44
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:44
SQ
* ---------------------------------------------------
09:30:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:30:44
SQ
Turn started for Torleif
09:30:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:30:51
SQ
TurnSequenceBar::entityWaitTurn(Torleif)
09:30:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:51
SQ
Turn started for Bandit Thug
09:30:51
SQ
*
09:30:51
SQ
* Bandit Thug: Starting turn.
09:30:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:52
SQ
defensive score: 0.975069
09:30:52
SQ
defensive threshold: 2.92308
09:30:52
SQ
-> Behaviors to pick from:
Engage.Melee (125.206)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (125.206)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:52
SQ
-> Behavior picked: Engage.Melee (125.206)
09:30:52
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:30:52
SQ
Skill [Hidden] removed from [Bandit Thug].
09:30:53
SQ
* Bandit Thug: Reached engage destination
09:30:53
SQ
defensive score: 0.975069
09:30:53
SQ
defensive threshold: 2.92308
09:30:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:53
SQ
-> Behavior picked: Idle (1)
09:30:53
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:53
SQ
* ---------------------------------------------------
09:30:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:53
SQ
Turn started for Bandit Thug
09:30:53
SQ
*
09:30:53
SQ
* Bandit Thug: Starting turn.
09:30:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:54
SQ
defensive score: 0.975069
09:30:54
SQ
defensive threshold: 2.92308
09:30:54
SQ
-> Behaviors to pick from:
Engage.Melee (163.731)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (163.731)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:54
SQ
-> Behavior picked: Engage.Melee (163.731)
09:30:54
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:30:54
SQ
Skill [Hidden] removed from [Bandit Thug].
09:30:55
SQ
* Bandit Thug: Reached engage destination
09:30:55
SQ
defensive score: 0.975069
09:30:55
SQ
defensive threshold: 2.92308
09:30:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:55
SQ
-> Behavior picked: Idle (1)
09:30:55
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:55
SQ
* ---------------------------------------------------
09:30:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:30:55
SQ
Turn started for Bandit Thug
09:30:55
SQ
*
09:30:55
SQ
* Bandit Thug: Starting turn.
09:30:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:30:56
SQ
defensive score: 0.975069
09:30:56
SQ
defensive threshold: 2.92308
09:30:56
SQ
-> Behaviors to pick from:
Engage.Melee (165)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (165)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:30:56
SQ
-> Behavior picked: Engage.Melee (165)
09:30:56
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:30:56
SQ
Skill [Hidden] removed from [Bandit Thug].
09:30:57
SQ
* Bandit Thug: Reached engage destination
09:30:57
SQ
defensive score: 0.975069
09:30:57
SQ
defensive threshold: 2.92308
09:30:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:30:57
SQ
-> Behavior picked: Idle (1)
09:30:57
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:30:57
SQ
* ---------------------------------------------------
09:30:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:30:57
SQ
Turn started for Thorismund Balduric
09:30:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:31:03
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
09:31:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:31:03
SQ
Turn started for Gothart
09:31:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:31:11
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Thug]
09:31:11
SQ
Gothart uses skill Shoot Bolt
09:31:12
SQ
[Gothart] executes skill [Reload] on target [Gothart]
09:31:12
SQ
Gothart uses skill Reload
09:31:12
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
09:31:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:31:13
SQ
Turn started for Bandit Thug
09:31:13
SQ
*
09:31:13
SQ
* Bandit Thug: Starting turn.
09:31:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:31:13
SQ
defensive score: 0.975069
09:31:13
SQ
defensive threshold: 2.92308
09:31:13
SQ
-> Behaviors to pick from:
Engage.Melee (160.217)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (160.217)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:31:13
SQ
-> Behavior picked: Engage.Melee (160.217)
09:31:13
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:31:15
SQ
* Bandit Thug: Reached engage destination
09:31:15
SQ
defensive score: 0.975069
09:31:15
SQ
defensive threshold: 2.92308
09:31:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
09:31:15
SQ
-> Behavior picked: Idle (1)
09:31:15
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:31:15
SQ
* ---------------------------------------------------
09:31:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:31:15
SQ
Turn started for Alfgeir
09:31:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:31:21
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
09:31:21
SQ
Alfgeir uses skill Thrust
09:31:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:31:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:31:32
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Thug]
09:31:32
SQ
Palaemon the Oldguard uses skill Slash
09:31:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:31:34
SQ
Turn started for Winrich
09:31:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:31:41
SQ
[Winrich] executes skill [Slash] on target [Bandit Thug]
09:31:41
SQ
Winrich uses skill Slash
09:31:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:31:43
SQ
Turn started for Gerhard
09:31:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:31:49
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Thug]
09:31:49
SQ
Gerhard uses skill Thrust
09:31:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:31:49
SQ
Turn started for Svein
09:31:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:31:56
SQ
[Svein] executes skill [Thrust] on target [Bandit Thug]
09:31:56
SQ
Svein uses skill Thrust
09:31:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:31:57
SQ
Turn started for Alantyr the Swift
09:31:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:32:04
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Thug]
09:32:04
SQ
Alantyr the Swift uses skill Impale
09:32:04
SQ
Bandit Thug has died.
09:32:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:32:04
SQ
Turn started for Gunnar the Hound
09:32:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:32:17
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Thug]
09:32:17
SQ
Gunnar the Hound uses skill Thrust
09:32:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:32:19
SQ
Turn started for Bjarne
09:32:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:32:25
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
09:32:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:32:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:32:40
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
09:32:40
SQ
Ragnar the Blade uses skill Quick Shot
09:32:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:32:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:32:42
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (28.0468)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
Engage.Ranged (80)(*), Attack.Bow (28.0468)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
09:32:42
SQ
-> Behavior picked: Engage.Ranged (80)
09:32:42
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
09:32:42
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:32:42
SQ
-> Behaviors to pick from:
Attack.Bow (22.2428)(*), Idle (1), Reload (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), Engage.Ranged (0)
Attack.Bow (22.2428)(*), Idle (1), Reload (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), Engage.Ranged (0)
09:32:42
SQ
-> Behavior picked: Attack.Bow (22.2428)
09:32:43
SQ
* Bandit Marksman: Using Shoot Bolt against Bjarne!
09:32:43
SQ
Bandit Marksman uses skill Shoot Bolt
09:32:45
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:32:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Attack.Bow (0)
09:32:45
SQ
-> Behavior picked: Idle (1)
09:32:45
SQ
* Bandit Marksman: Ending Turn with 5 of 9 AP left.
09:32:45
SQ
* ---------------------------------------------------
09:32:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:32:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:32:49
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
09:32:49
SQ
Torleif uses skill Quick Shot
09:32:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:32:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:33:07
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Thug]
09:33:07
SQ
Thorismund Balduric uses skill Impale
09:33:07
SQ
Bandit Thug has died.
09:33:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:33:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:33:10
SQ
INFO: Next round issued: 2
09:33:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:33:10
SQ
Turn started for Bandit Marksman
09:33:10
SQ
*
09:33:10
SQ
* Bandit Marksman: Starting turn.
09:33:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:33:10
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:33:10
SQ
-> Behaviors to pick from:
Attack.Bow (46.4104)(*), Idle (1), Reload (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
Attack.Bow (46.4104)(*), Idle (1), Reload (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
09:33:10
SQ
-> Behavior picked: Attack.Bow (46.4104)
09:33:11
SQ
* Bandit Marksman: Using Aimed Shot against Ragnar the Blade!
09:33:11
SQ
Bandit Marksman uses skill Aimed Shot
09:33:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), Engage.Ranged (0), Attack.Bow (0)
09:33:15
SQ
-> Behavior picked: Idle (1)
09:33:15
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:33:15
SQ
* ---------------------------------------------------
09:33:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:33:15
SQ
Turn started for Bandit Marksman
09:33:15
SQ
*
09:33:15
SQ
* Bandit Marksman: Starting turn.
09:33:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:33:15
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
09:33:15
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (12.55), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Defend (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Defend.Rotation (0), Engage.Melee (0), BreakFree (0), Retreat (0)
Engage.Ranged (75)(*), Attack.Bow (12.55), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Defend (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Defend.Rotation (0), Engage.Melee (0), BreakFree (0), Retreat (0)
09:33:15
SQ
-> Behavior picked: Engage.Ranged (75)
09:33:16
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Gothart (not visible)
09:33:17
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:33:17
SQ
-> Behaviors to pick from:
Attack.Bow (13.0193)(*), Idle (1), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Engage.Ranged (0)
Attack.Bow (13.0193)(*), Idle (1), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Engage.Ranged (0)
09:33:17
SQ
-> Behavior picked: Attack.Bow (13.0193)
09:33:17
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
09:33:17
SQ
Bandit Marksman uses skill Quick Shot
09:33:20
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Reload (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Defend.Rotation (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Reload (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Defend.Rotation (0), Attack.Bow (0)
09:33:20
SQ
-> Behavior picked: Idle (1)
09:33:20
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:33:20
SQ
* ---------------------------------------------------
09:33:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:20
SQ
Turn started for Bandit Thug
09:33:20
SQ
*
09:33:20
SQ
* Bandit Thug: Starting turn.
09:33:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:20
SQ
-> Behaviors to pick from:
Engage.Melee (105.401)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (105.401)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:33:20
SQ
-> Behavior picked: Engage.Melee (105.401)
09:33:21
SQ
* Bandit Thug: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
09:33:22
SQ
* Bandit Thug: Reached engage destination
09:33:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:33:22
SQ
-> Behavior picked: Idle (1)
09:33:22
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:33:22
SQ
* ---------------------------------------------------
09:33:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:33:22
SQ
Turn started for Bandit Marksman
09:33:22
SQ
*
09:33:22
SQ
* Bandit Marksman: Starting turn.
09:33:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:33:23
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:33:23
SQ
-> Behaviors to pick from:
Attack.Bow (19.3192)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Defend.Rotation (0), Engage.Ranged (0), Roam (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Flee (0), BreakFree (0), Retreat (0)
Attack.Bow (19.3192)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Defend.Rotation (0), Engage.Ranged (0), Roam (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Flee (0), BreakFree (0), Retreat (0)
09:33:23
SQ
-> Behavior picked: Attack.Bow (19.3192)
09:33:23
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
09:33:23
SQ
Bandit Marksman uses skill Aimed Shot
09:33:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Engage.Ranged (0), Reload (0), Defend.Rotation (0), Retreat (0), Roam (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Bow (0)
Idle (1)(*), Attack.Puncture (0), Engage.Ranged (0), Reload (0), Defend.Rotation (0), Retreat (0), Roam (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Bow (0)
09:33:24
SQ
-> Behavior picked: Idle (1)
09:33:24
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:33:24
SQ
* ---------------------------------------------------
09:33:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:25
SQ
Turn started for Bandit Thug
09:33:25
SQ
*
09:33:25
SQ
* Bandit Thug: Starting turn.
09:33:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:25
SQ
-> Behaviors to pick from:
Engage.Melee (104.64)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (104.64)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:33:25
SQ
-> Behavior picked: Engage.Melee (104.64)
09:33:26
SQ
* Bandit Thug: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
09:33:27
SQ
* Bandit Thug: Reached engage destination
09:33:27
SQ
-> Behaviors to pick from:
Attack.Default (19.5275)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Attack.Default (19.5275)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:33:27
SQ
-> Behavior picked: Attack.Default (19.5275)
09:33:27
SQ
* Bandit Thug: Using Cleave against Gunnar the Hound!
09:33:27
SQ
Bandit Thug uses skill Cleave
09:33:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
09:33:28
SQ
-> Behavior picked: Idle (1)
09:33:28
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:33:28
SQ
* ---------------------------------------------------
09:33:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:28
SQ
Turn started for Bandit Thug
09:33:28
SQ
*
09:33:28
SQ
* Bandit Thug: Starting turn.
09:33:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:29
SQ
-> Behaviors to pick from:
Engage.Melee (90.1542)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (90.1542)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:33:29
SQ
-> Behavior picked: Engage.Melee (90.1542)
09:33:29
SQ
* Bandit Thug: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
09:33:30
SQ
* Bandit Thug: Reached engage destination
09:33:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:33:30
SQ
-> Behavior picked: Idle (1)
09:33:30
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:33:30
SQ
* ---------------------------------------------------
09:33:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:33:30
SQ
Turn started for Bandit Marksman
09:33:30
SQ
*
09:33:30
SQ
* Bandit Marksman: Starting turn.
09:33:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:33:31
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:33:31
SQ
-> Behaviors to pick from:
Attack.Bow (53.0365)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
Attack.Bow (53.0365)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
09:33:31
SQ
-> Behavior picked: Attack.Bow (53.0365)
09:33:31
SQ
* Bandit Marksman: Using Aimed Shot against Ragnar the Blade!
09:33:31
SQ
Bandit Marksman uses skill Aimed Shot
09:33:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Bow (0)
09:33:33
SQ
-> Behavior picked: Idle (1)
09:33:33
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:33:33
SQ
* ---------------------------------------------------
09:33:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:34
SQ
Turn started for Bandit Thug
09:33:34
SQ
*
09:33:34
SQ
* Bandit Thug: Starting turn.
09:33:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:34
SQ
-> Behaviors to pick from:
Engage.Melee (150.778)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (150.778)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:33:34
SQ
-> Behavior picked: Engage.Melee (150.778)
09:33:34
SQ
* Bandit Thug: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:33:35
SQ
* Bandit Thug: Reached engage destination
09:33:35
SQ
-> Behaviors to pick from:
Attack.Puncture (53.0805)(*), Attack.Default (14.0142)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0)
Attack.Puncture (53.0805)(*), Attack.Default (14.0142)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0)
09:33:35
SQ
-> Behavior picked: Attack.Default (14.0142)
09:33:36
SQ
* Bandit Thug: Using Slash against Gerhard!
09:33:36
SQ
Bandit Thug uses skill Slash
09:33:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0)
Idle (1)(*), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0)
09:33:36
SQ
-> Behavior picked: Idle (1)
09:33:36
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:33:36
SQ
* ---------------------------------------------------
09:33:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:37
SQ
Turn started for Bandit Thug
09:33:37
SQ
*
09:33:37
SQ
* Bandit Thug: Starting turn.
09:33:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:37
SQ
-> Behaviors to pick from:
Engage.Melee (121.389)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (121.389)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:33:37
SQ
-> Behavior picked: Engage.Melee (121.389)
09:33:38
SQ
* Bandit Thug: Engaging to melee range with Svein (visible), accepted_distance=0
09:33:39
SQ
* Bandit Thug: Reached engage destination
09:33:39
SQ
-> Behaviors to pick from:
Attack.Puncture (29.9931)(*), Attack.Default (17.1252)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0)
Attack.Puncture (29.9931)(*), Attack.Default (17.1252)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0)
09:33:39
SQ
-> Behavior picked: Attack.Default (17.1252)
09:33:39
SQ
* Bandit Thug: Using Stab against Svein!
09:33:39
SQ
Bandit Thug uses skill Stab
09:33:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0)
Idle (1)(*), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0)
09:33:40
SQ
-> Behavior picked: Idle (1)
09:33:40
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:33:40
SQ
* ---------------------------------------------------
09:33:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:40
SQ
Turn started for Bandit Thug
09:33:40
SQ
*
09:33:40
SQ
* Bandit Thug: Starting turn.
09:33:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:41
SQ
-> Behaviors to pick from:
Attack.SplitShield (72.7418)(*), Attack.Default (33.6329)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.SplitShield (72.7418)(*), Attack.Default (33.6329)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
09:33:41
SQ
-> Behavior picked: Attack.SplitShield (72.7418)
09:33:41
SQ
* Bandit Thug: Using Split Shield against Svein!
09:33:41
SQ
Bandit Thug uses skill Split Shield
09:33:41
SQ
-> Behaviors to pick from:
Attack.SplitShield (74.9319)(*), Attack.Default (33.211)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
Attack.SplitShield (74.9319)(*), Attack.Default (33.211)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
09:33:41
SQ
-> Behavior picked: Attack.SplitShield (74.9319)
09:33:42
SQ
* Bandit Thug: Using Split Shield against Svein!
09:33:42
SQ
Bandit Thug uses skill Split Shield
09:33:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.SplitShield (0)
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.SplitShield (0)
09:33:42
SQ
-> Behavior picked: Idle (1)
09:33:42
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:33:42
SQ
* ---------------------------------------------------
09:33:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:43
SQ
Turn started for Bandit Thug
09:33:43
SQ
*
09:33:43
SQ
* Bandit Thug: Starting turn.
09:33:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:43
SQ
-> Behaviors to pick from:
Defend.Shieldwall (139.135)(*), Attack.Default (38.6977)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (139.135)(*), Attack.Default (38.6977)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
09:33:43
SQ
-> Behavior picked: Defend.Shieldwall (139.135)
09:33:44
SQ
* Bandit Thug: Using Shieldwall!
09:33:44
SQ
Bandit Thug uses skill Shieldwall
09:33:44
SQ
-> Behaviors to pick from:
Attack.Default (38.4008)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Retreat (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
Attack.Default (38.4008)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Retreat (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
09:33:44
SQ
-> Behavior picked: Attack.Default (38.4008)
09:33:45
SQ
* Bandit Thug: Using Slash against Svein!
09:33:45
SQ
Bandit Thug uses skill Slash
09:33:45
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
09:33:45
SQ
-> Behavior picked: Idle (1)
09:33:45
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:33:45
SQ
* ---------------------------------------------------
09:33:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:33:45
SQ
Turn started for Bandit Marksman
09:33:45
SQ
*
09:33:45
SQ
* Bandit Marksman: Starting turn.
09:33:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:33:46
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:33:46
SQ
-> Behaviors to pick from:
Reload (97.7143)(*), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0)
Reload (97.7143)(*), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0)
09:33:46
SQ
-> Behavior picked: Reload (97.7143)
09:33:46
SQ
* Bandit Marksman: Reloading!
09:33:46
SQ
Bandit Marksman uses skill Reload
09:33:46
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:33:46
SQ
-> Behaviors to pick from:
Attack.Bow (22.2428)(*), Idle (1), BreakFree (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Reload (0)
Attack.Bow (22.2428)(*), Idle (1), BreakFree (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Reload (0)
09:33:46
SQ
-> Behavior picked: Attack.Bow (22.2428)
09:33:46
SQ
* Bandit Marksman: Using Shoot Bolt against Bjarne!
09:33:46
SQ
Bandit Marksman uses skill Shoot Bolt
09:33:48
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0)
09:33:48
SQ
-> Behavior picked: Idle (1)
09:33:48
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:33:48
SQ
* ---------------------------------------------------
09:33:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:49
SQ
Turn started for Bandit Thug
09:33:49
SQ
*
09:33:49
SQ
* Bandit Thug: Starting turn.
09:33:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:49
SQ
-> Behaviors to pick from:
Defend.Knockback (32.0497)(*), Attack.Default (12.4076)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Knockback (32.0497)(*), Attack.Default (12.4076)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
09:33:49
SQ
-> Behavior picked: Attack.Default (12.4076)
09:33:50
SQ
* Bandit Thug: Using Cleave against Gerhard!
09:33:50
SQ
Bandit Thug uses skill Cleave
09:33:50
SQ
-> Behaviors to pick from:
Defend.Knockback (31.05)(*), Attack.Default (12.2909)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
Defend.Knockback (31.05)(*), Attack.Default (12.2909)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
09:33:50
SQ
-> Behavior picked: Defend.Knockback (31.05)
09:33:51
SQ
* Bandit Thug: Using Knock Back!
09:33:51
SQ
Bandit Thug uses skill Knock Back
09:33:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Knockback (0)
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Knockback (0)
09:33:52
SQ
-> Behavior picked: Idle (1)
09:33:52
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:33:52
SQ
* ---------------------------------------------------
09:33:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:52
SQ
Turn started for Bandit Thug
09:33:52
SQ
*
09:33:52
SQ
* Bandit Thug: Starting turn.
09:33:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:52
SQ
-> Behaviors to pick from:
Engage.Melee (186.105)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (186.105)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:33:52
SQ
-> Behavior picked: Engage.Melee (186.105)
09:33:53
SQ
* Bandit Thug: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
09:33:54
SQ
* Bandit Thug: Reached engage destination
09:33:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:33:54
SQ
-> Behavior picked: Idle (1)
09:33:54
SQ
* Bandit Thug: Ending Turn with 2 of 9 AP left.
09:33:54
SQ
* ---------------------------------------------------
09:33:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:55
SQ
Turn started for Bandit Thug
09:33:55
SQ
*
09:33:55
SQ
* Bandit Thug: Starting turn.
09:33:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:55
SQ
-> Behaviors to pick from:
Engage.Melee (98.6013)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (98.6013)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
09:33:55
SQ
-> Behavior picked: Engage.Melee (98.6013)
09:33:56
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:33:56
SQ
* Bandit Thug: Reached engage destination
09:33:56
SQ
-> Behaviors to pick from:
Attack.KnockOut (32.3781)(*), Attack.Default (26.314)(*), Idle (1), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Attack.KnockOut (32.3781)(*), Attack.Default (26.314)(*), Idle (1), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
09:33:56
SQ
-> Behavior picked: Attack.Default (26.314)
09:33:57
SQ
* Bandit Thug: Using Bash against Gerhard!
09:33:57
SQ
Bandit Thug uses skill Bash
09:33:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.KnockOut (0)
Idle (1)(*), Attack.Split (0), Defend (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.KnockOut (0)
09:33:57
SQ
-> Behavior picked: Idle (1)
09:33:58
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
09:33:58
SQ
* ---------------------------------------------------
09:33:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:33:58
SQ
Turn started for Bandit Thug
09:33:58
SQ
*
09:33:58
SQ
* Bandit Thug: Starting turn.
09:33:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:33:58
SQ
-> Behaviors to pick from:
Attack.Default (26.7547)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Default (26.7547)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
09:33:58
SQ
-> Behavior picked: Attack.Default (26.7547)
09:33:59
SQ
* Bandit Thug: Using Thrust against Palaemon the Oldguard!
09:33:59
SQ
Bandit Thug uses skill Thrust
09:33:59
SQ
-> Behaviors to pick from:
Attack.Default (26.6591)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0)
Attack.Default (26.6591)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0)
09:33:59
SQ
-> Behavior picked: Attack.Default (26.6591)
09:34:00
SQ
* Bandit Thug: Using Thrust against Palaemon the Oldguard!
09:34:00
SQ
Bandit Thug uses skill Thrust
09:34:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0)
09:34:00
SQ
-> Behavior picked: Idle (1)
09:34:00
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
09:34:00
SQ
* ---------------------------------------------------
09:34:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:34:00
SQ
Turn started for Ragnar the Blade
09:34:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:34:06
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
09:34:06
SQ
Ragnar the Blade uses skill Quick Shot
09:34:08
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
09:34:08
SQ
Ragnar the Blade uses skill Quick Shot
09:34:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:34:09
SQ
Turn started for Svein
09:34:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:34:12
SQ
[Svein] executes skill [Shieldwall] on target [Svein]
09:34:12
SQ
Svein uses skill Shieldwall
09:34:14
SQ
[Svein] executes skill [Thrust] on target [Bandit Thug]
09:34:14
SQ
Svein uses skill Thrust
09:34:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:34:14
SQ
Turn started for Alfgeir
09:34:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:34:18
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
09:34:18
SQ
Alfgeir uses skill Thrust
09:34:19
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
09:34:19
SQ
Alfgeir uses skill Thrust
09:34:19
SQ
Bandit Thug has died.
09:34:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:34:20
SQ
Turn started for Gothart
09:34:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:34:26
UI
equip item: 50563462
09:34:29
SQ
[Gothart] executes skill [Rupture] on target [Bandit Thug]
09:34:29
SQ
Gothart uses skill Rupture
09:34:29
SQ
Bandit Thug has died.
09:34:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:34:30
SQ
Turn started for Palaemon the Oldguard
09:34:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:34:34
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Thug]
09:34:34
SQ
Palaemon the Oldguard uses skill Slash
09:34:35
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Thug]
09:34:35
SQ
Palaemon the Oldguard uses skill Slash
09:34:35
SQ
Bandit Thug has died.
09:34:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:34:35
SQ
Turn started for Winrich
09:34:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:34:42
SQ
[Winrich] executes skill [Swing] on target [Bandit Thug]
09:34:42
SQ
Winrich uses skill Swing
09:34:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:34:45
SQ
Turn started for Bandit Thug
09:34:45
SQ
*
09:34:45
SQ
* Bandit Thug: Starting turn.
09:34:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:34:46
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
Flee (9000)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
09:34:46
SQ
-> Behavior picked: Flee (9000)
09:34:46
SQ
* Bandit Thug: Fleeing.
09:34:46
SQ
Bandit Thug has died.
09:34:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:34:46
SQ
Turn started for Torleif
09:34:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:34:50
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
09:34:50
SQ
Torleif uses skill Quick Shot
09:34:52
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
09:34:52
SQ
Torleif uses skill Quick Shot
09:34:53
SQ
Bandit Marksman has died.
09:34:53
SQ
Skill [Reload] removed from [Bandit Marksman].
09:34:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:34:53
SQ
Turn started for Thorismund Balduric
09:34:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:34:58
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Thug]
09:34:58
SQ
Thorismund Balduric uses skill Impale
09:35:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:35:00
SQ
Turn started for Gerhard
09:35:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:35:09
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Thug]
09:35:09
SQ
Gerhard uses skill Thrust
09:35:12
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Thug]
09:35:12
SQ
Gerhard uses skill Thrust
09:35:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:35:12
SQ
Turn started for Gunnar the Hound
09:35:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:35:15
Resource
Loading: music/bandits_02.music
09:35:15
Resource
Unloading: music/bandits_01.music
09:35:15
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Thug]
09:35:15
SQ
Gunnar the Hound uses skill Thrust
09:35:15
SQ
Bandit Thug has died.
09:35:15
SQ
Skill [Shieldwall] removed from [Bandit Thug].
09:35:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:35:19
SQ
Turn started for Alantyr the Swift
09:35:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:35:28
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Thug]
09:35:28
SQ
Alantyr the Swift uses skill Impale
09:35:28
SQ
Bandit Thug has died.
09:35:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:35:31
SQ
Turn started for Bjarne
09:35:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:35:37
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Thug]
09:35:37
SQ
Bjarne uses skill Cleave
09:35:39
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Thug]
09:35:39
SQ
Bjarne uses skill Cleave
09:35:39
SQ
INFO: Next round issued: 3
09:35:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:35:40
SQ
Turn started for Bandit Marksman
09:35:40
SQ
*
09:35:40
SQ
* Bandit Marksman: Starting turn.
09:35:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:35:40
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:35:40
SQ
-> Behaviors to pick from:
Attack.Bow (50.4665)(*), Idle (1), Defend (0), Engage.Ranged (0), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Flee (0), Reload (0), SwitchTo.Ranged (0)
Attack.Bow (50.4665)(*), Idle (1), Defend (0), Engage.Ranged (0), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Flee (0), Reload (0), SwitchTo.Ranged (0)
09:35:40
SQ
-> Behavior picked: Attack.Bow (50.4665)
09:35:41
SQ
* Bandit Marksman: Using Aimed Shot against Gothart!
09:35:41
SQ
Bandit Marksman uses skill Aimed Shot
09:35:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Rotation (0), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Flee (0), Reload (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Defend (0), Defend.Rotation (0), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Flee (0), Reload (0), Engage.Ranged (0), Attack.Bow (0)
09:35:45
SQ
-> Behavior picked: Idle (1)
09:35:45
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:35:45
SQ
* ---------------------------------------------------
09:35:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:35:45
SQ
Turn started for Bandit Marksman
09:35:45
SQ
*
09:35:45
SQ
* Bandit Marksman: Starting turn.
09:35:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:35:45
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:35:45
SQ
-> Behaviors to pick from:
Attack.Bow (29.1849)(*), Idle (1), Defend.Rotation (0), Retreat (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Flee (0), Roam (0), Attack.Default (0), Reload (0), Attack.Puncture (0)
Attack.Bow (29.1849)(*), Idle (1), Defend.Rotation (0), Retreat (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Flee (0), Roam (0), Attack.Default (0), Reload (0), Attack.Puncture (0)
09:35:45
SQ
-> Behavior picked: Attack.Bow (29.1849)
09:35:46
SQ
* Bandit Marksman: Using Aimed Shot against Alantyr the Swift!
09:35:46
SQ
Bandit Marksman uses skill Aimed Shot
09:35:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Flee (0), Roam (0), Attack.Default (0), Reload (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Flee (0), Roam (0), Attack.Default (0), Reload (0), Retreat (0), Attack.Bow (0)
09:35:49
SQ
-> Behavior picked: Idle (1)
09:35:49
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:35:49
SQ
* ---------------------------------------------------
09:35:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:35:49
SQ
Turn started for Bandit Marksman
09:35:49
SQ
*
09:35:49
SQ
* Bandit Marksman: Starting turn.
09:35:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:35:50
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:35:50
SQ
-> Behaviors to pick from:
Attack.Bow (50.4427)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
Attack.Bow (50.4427)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
09:35:50
SQ
-> Behavior picked: Attack.Bow (50.4427)
09:35:51
SQ
* Bandit Marksman: Using Aimed Shot against Gothart!
09:35:51
SQ
Bandit Marksman uses skill Aimed Shot
09:35:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Flee (0), BreakFree (0), Retreat (0), Reload (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Bow (0)
Idle (1)(*), Defend (0), Flee (0), BreakFree (0), Retreat (0), Reload (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Bow (0)
09:35:54
SQ
-> Behavior picked: Idle (1)
09:35:54
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:35:54
SQ
* ---------------------------------------------------
09:35:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:35:54
SQ
Turn started for Bandit Thug
09:35:54
SQ
*
09:35:54
SQ
* Bandit Thug: Starting turn.
09:35:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:35:55
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0)
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0)
09:35:55
SQ
-> Behavior picked: Flee (9000)
09:35:55
SQ
* Bandit Thug: Fleeing.
09:35:55
SQ
Bandit Thug has died.
09:35:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:35:56
SQ
Turn started for Bandit Marksman
09:35:56
SQ
*
09:35:56
SQ
* Bandit Marksman: Starting turn.
09:35:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:35:56
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
09:35:56
SQ
-> Behaviors to pick from:
Attack.Bow (60.5598)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
Attack.Bow (60.5598)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
09:35:56
SQ
-> Behavior picked: Attack.Bow (60.5598)
09:35:57
SQ
* Bandit Marksman: Using Aimed Shot against Gothart!
09:35:57
SQ
Bandit Marksman uses skill Aimed Shot
09:36:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Engage.Ranged (0), Attack.Puncture (0), Retreat (0), Reload (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), Engage.Ranged (0), Attack.Puncture (0), Retreat (0), Reload (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Attack.Bow (0)
09:36:00
SQ
-> Behavior picked: Idle (1)
09:36:00
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:36:00
SQ
* ---------------------------------------------------
09:36:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:36:00
SQ
Turn started for Bandit Thug
09:36:00
SQ
*
09:36:00
SQ
* Bandit Thug: Starting turn.
09:36:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:36:01
SQ
-> Behaviors to pick from:
Engage.Melee (116.684)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
Engage.Melee (116.684)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
09:36:01
SQ
-> Behavior picked: Engage.Melee (116.684)
09:36:01
SQ
* Bandit Thug: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
09:36:02
SQ
* Bandit Thug: Reached engage destination
09:36:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
09:36:03
SQ
-> Behavior picked: Idle (1)
09:36:03
SQ
* Bandit Thug: Ending Turn with 0 of 9 AP left.
09:36:03
SQ
* ---------------------------------------------------
09:36:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:36:03
SQ
Turn started for Thorismund Balduric
09:36:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:36:10
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Thug]
09:36:10
SQ
Thorismund Balduric uses skill Impale
09:36:10
SQ
Bandit Thug has died.
09:36:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:36:12
SQ
Turn started for Gothart
09:36:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:36:15
SQ
[Gothart] executes skill [Rupture] on target [Bandit Thug]
09:36:15
SQ
Gothart uses skill Rupture
09:36:15
SQ
Bandit Thug has died.
09:36:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: false)
09:36:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:36:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:36:18
SQ
Turn started for Ragnar the Blade
09:36:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:36:21
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
09:36:21
SQ
Ragnar the Blade uses skill Quick Shot
09:36:23
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
09:36:23
SQ
Ragnar the Blade uses skill Quick Shot
09:36:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:36:24
SQ
Turn started for Bandit Thug
09:36:24
SQ
*
09:36:24
SQ
* Bandit Thug: Starting turn.
09:36:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:36:25
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Defend (0), Attack.SplitShield (0), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Split (0)
Flee (9000)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Defend (0), Attack.SplitShield (0), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Split (0)
09:36:25
SQ
-> Behavior picked: Flee (9000)
09:36:25
SQ
* Bandit Thug: Fleeing.
09:36:25
SQ
Bandit Thug has died.
09:36:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:36:25
SQ
Turn started for Torleif
09:36:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:36:35
SQ
[Torleif] executes skill [Aimed Shot] on target [Bandit Thug]
09:36:35
SQ
Torleif uses skill Aimed Shot
09:36:36
SQ
Bandit Thug has died.
09:36:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:36:37
SQ
Turn started for Alfgeir
09:36:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:36:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:36:43
SQ
Turn started for Gunnar the Hound
09:36:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:36:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:36:47
SQ
Turn started for Palaemon the Oldguard
09:36:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:36:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:36:52
SQ
Turn started for Alantyr the Swift
09:36:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:36:56
UI
equip item: 51751874
09:36:59
SQ
[Alantyr the Swift] executes skill [Aimed Shot] on target [Bandit Marksman]
09:36:59
SQ
Alantyr the Swift uses skill Aimed Shot
09:37:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
09:37:01
SQ
Turn started for Bandit Thug
09:37:01
SQ
*
09:37:01
SQ
* Bandit Thug: Starting turn.
09:37:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
09:37:02
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Retreat (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0)
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Retreat (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0)
09:37:02
SQ
-> Behavior picked: Flee (9000)
09:37:02
SQ
* Bandit Thug: Fleeing.
09:37:05
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend (0), Retreat (0), Attack.KnockOut (0), Roam (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Swing (0)
Flee (9000)(*), Idle (1), Defend (0), Retreat (0), Attack.KnockOut (0), Roam (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Swing (0)
09:37:05
SQ
-> Behavior picked: Flee (9000)
09:37:05
SQ
* Bandit Thug: Fleeing.
09:37:05
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Roam (0), Defend (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Swing (0), Retreat (0)
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Roam (0), Defend (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Swing (0), Retreat (0)
09:37:05
SQ
-> Behavior picked: Flee (9000)
09:37:06
SQ
* Bandit Thug: Fleeing.
09:37:06
SQ
Bandit Thug has died.
09:37:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:37:06
SQ
Turn started for Svein
09:37:06
SQ
Skill [Shieldwall] removed from [Svein].
09:37:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:37:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:37:11
SQ
Turn started for Winrich
09:37:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:37:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:37:16
SQ
Turn started for Bjarne
09:37:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:37:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:37:21
SQ
Turn started for Gerhard
09:37:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:37:24
SQ
INFO: Next round issued: 4
09:37:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:37:25
SQ
Turn started for Bandit Marksman
09:37:25
SQ
*
09:37:25
SQ
* Bandit Marksman: Starting turn.
09:37:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:37:25
SQ
defensive score: 9.81818
09:37:25
SQ
defensive threshold: 2.72727
09:37:25
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:37:25
SQ
-> Behaviors to pick from:
Engage.Ranged (1377.78)(*), Retreat (1139.47)(*), Attack.Bow (125.416), Idle (1), Attack.Puncture (0), Attack.Default (0), Flee (0), Engage.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), SwitchTo.Melee (0), Roam (0), Defend (0)
Engage.Ranged (1377.78)(*), Retreat (1139.47)(*), Attack.Bow (125.416), Idle (1), Attack.Puncture (0), Attack.Default (0), Flee (0), Engage.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), SwitchTo.Melee (0), Roam (0), Defend (0)
09:37:25
SQ
-> Behavior picked: Retreat (1139.47)
09:37:26
SQ
* Bandit Marksman: Retreating.
09:37:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:37:27
SQ
Turn started for Bandit Marksman
09:37:27
SQ
*
09:37:27
SQ
* Bandit Marksman: Starting turn.
09:37:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:37:28
SQ
defensive score: 9.81818
09:37:28
SQ
defensive threshold: 2.72727
09:37:28
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:37:28
SQ
-> Behaviors to pick from:
Retreat (1139.47)(*), Engage.Ranged (800)(*), Attack.Bow (74.3165), Idle (1), Engage.Melee (0), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Defend (0)
Retreat (1139.47)(*), Engage.Ranged (800)(*), Attack.Bow (74.3165), Idle (1), Engage.Melee (0), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Defend (0)
09:37:28
SQ
-> Behavior picked: Retreat (1139.47)
09:37:28
SQ
* Bandit Marksman: Retreating.
09:37:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:37:30
SQ
Turn started for Bandit Marksman
09:37:30
SQ
*
09:37:30
SQ
* Bandit Marksman: Starting turn.
09:37:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:37:30
SQ
defensive score: 9.81818
09:37:30
SQ
defensive threshold: 2.72727
09:37:30
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:37:30
SQ
-> Behaviors to pick from:
Engage.Ranged (1155.56)(*), Retreat (1139.47)(*), Attack.Bow (30.9244), Idle (1), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0)
Engage.Ranged (1155.56)(*), Retreat (1139.47)(*), Attack.Bow (30.9244), Idle (1), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0)
09:37:30
SQ
-> Behavior picked: Engage.Ranged (1155.56)
09:37:30
SQ
* Bandit Marksman: Engaging into firing range over 4 tiles at Alantyr the Swift (visible)
09:37:30
SQ
Skill [Hidden] removed from [Bandit Marksman].
09:37:30
SQ
defensive score: 9.81818
09:37:30
SQ
defensive threshold: 2.72727
09:37:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Bow (0), Attack.Default (0), BreakFree (0), Roam (0), Defend.Rotation (0), Defend (0), Flee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), Engage.Ranged (0)
Idle (1)(*), Attack.Bow (0), Attack.Default (0), BreakFree (0), Roam (0), Defend.Rotation (0), Defend (0), Flee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), Engage.Ranged (0)
09:37:30
SQ
-> Behavior picked: Idle (1)
09:37:30
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:37:30
SQ
* ---------------------------------------------------
09:37:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:37:31
SQ
Turn started for Thorismund Balduric
09:37:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:37:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:37:36
SQ
Turn started for Bandit Marksman
09:37:36
SQ
*
09:37:36
SQ
* Bandit Marksman: Starting turn.
09:37:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:37:36
SQ
defensive score: 9.81818
09:37:36
SQ
defensive threshold: 2.72727
09:37:36
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:37:36
SQ
-> Behaviors to pick from:
Retreat (1139.47)(*), Engage.Ranged (755.556)(*), Attack.Bow (53.3317), Idle (1), Roam (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Flee (0), Attack.Default (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Attack.Puncture (0), Defend.Rotation (0)
Retreat (1139.47)(*), Engage.Ranged (755.556)(*), Attack.Bow (53.3317), Idle (1), Roam (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Flee (0), Attack.Default (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Attack.Puncture (0), Defend.Rotation (0)
09:37:36
SQ
-> Behavior picked: Retreat (1139.47)
09:37:36
SQ
* Bandit Marksman: Retreating.
09:37:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:37:38
SQ
Turn started for Gothart
09:37:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:37:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:37:45
SQ
Turn started for Alfgeir
09:37:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:37:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:37:51
SQ
Turn started for Svein
09:37:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:37:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:37:57
SQ
Turn started for Ragnar the Blade
09:37:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:38:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:38:05
SQ
Turn started for Palaemon the Oldguard
09:38:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:38:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:38:10
SQ
Turn started for Gunnar the Hound
09:38:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:38:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:38:14
SQ
Turn started for Torleif
09:38:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:38:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:38:19
SQ
Turn started for Alantyr the Swift
09:38:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:38:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:38:46
SQ
Turn started for Winrich
09:38:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:38:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:38:48
SQ
Turn started for Gerhard
09:38:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:38:51
SQ
Skill [Hidden] removed from [Gerhard].
09:38:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:38:53
SQ
Turn started for Bjarne
09:38:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:38:57
SQ
INFO: Next round issued: 5
09:38:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:38:58
SQ
Turn started for Bandit Marksman
09:38:58
SQ
*
09:38:58
SQ
* Bandit Marksman: Starting turn.
09:38:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:38:58
SQ
defensive score: 9.81818
09:38:58
SQ
defensive threshold: 2.72727
09:38:58
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:38:58
SQ
-> Behaviors to pick from:
Retreat (1139.47)(*), Engage.Ranged (711.111)(*), Attack.Bow (80.7916), Idle (1), Attack.Puncture (0), Defend.Rotation (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Default (0), SwitchTo.Melee (0), Roam (0), Flee (0), Defend (0), Engage.Melee (0)
Retreat (1139.47)(*), Engage.Ranged (711.111)(*), Attack.Bow (80.7916), Idle (1), Attack.Puncture (0), Defend.Rotation (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Default (0), SwitchTo.Melee (0), Roam (0), Flee (0), Defend (0), Engage.Melee (0)
09:38:58
SQ
-> Behavior picked: Retreat (1139.47)
09:38:59
SQ
* Bandit Marksman: Retreating.
09:39:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:39:00
SQ
Turn started for Bandit Marksman
09:39:00
SQ
*
09:39:00
SQ
* Bandit Marksman: Starting turn.
09:39:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:39:01
SQ
defensive score: 9.81818
09:39:01
SQ
defensive threshold: 2.72727
09:39:01
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:39:01
SQ
-> Behaviors to pick from:
Retreat (1139.47)(*), Engage.Ranged (380)(*), Attack.Bow (47.763), Idle (1), Roam (0), Reload (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Flee (0), BreakFree (0)
Retreat (1139.47)(*), Engage.Ranged (380)(*), Attack.Bow (47.763), Idle (1), Roam (0), Reload (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Flee (0), BreakFree (0)
09:39:01
SQ
-> Behavior picked: Engage.Ranged (380)
09:39:01
SQ
* Bandit Marksman: Engaging into firing range over 4 tiles at Alantyr the Swift (visible)
09:39:02
SQ
defensive score: 9.81818
09:39:02
SQ
defensive threshold: 2.72727
09:39:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Bow (0), Engage.Melee (0), Roam (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0), Retreat (0)
Idle (1)(*), Attack.Bow (0), Engage.Melee (0), Roam (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0), Retreat (0)
09:39:02
SQ
-> Behavior picked: Idle (1)
09:39:02
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:39:02
SQ
* ---------------------------------------------------
09:39:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:39:02
SQ
Turn started for Bandit Marksman
09:39:02
SQ
*
09:39:02
SQ
* Bandit Marksman: Starting turn.
09:39:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:39:03
SQ
defensive score: 9.81818
09:39:03
SQ
defensive threshold: 2.72727
09:39:03
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:39:03
SQ
-> Behaviors to pick from:
Retreat (1139.47)(*), Engage.Ranged (577.778)(*), Attack.Bow (57.2973), Idle (1), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Defend (0), SwitchTo.Ranged (0)
Retreat (1139.47)(*), Engage.Ranged (577.778)(*), Attack.Bow (57.2973), Idle (1), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Defend (0), SwitchTo.Ranged (0)
09:39:03
SQ
-> Behavior picked: Retreat (1139.47)
09:39:03
SQ
* Bandit Marksman: Retreating.
09:39:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:39:05
SQ
Turn started for Bandit Marksman
09:39:05
SQ
*
09:39:05
SQ
* Bandit Marksman: Starting turn.
09:39:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:39:05
SQ
defensive score: 9.81818
09:39:05
SQ
defensive threshold: 2.72727
09:39:05
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:39:05
SQ
-> Behaviors to pick from:
Retreat (1139.47)(*), Engage.Ranged (220), Attack.Bow (32.5091), Idle (1), Roam (0), BreakFree (0), SwitchTo.Melee (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Reload (0), Defend.Rotation (0), Engage.Melee (0)
Retreat (1139.47)(*), Engage.Ranged (220), Attack.Bow (32.5091), Idle (1), Roam (0), BreakFree (0), SwitchTo.Melee (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Reload (0), Defend.Rotation (0), Engage.Melee (0)
09:39:05
SQ
-> Behavior picked: Retreat (1139.47)
09:39:06
SQ
* Bandit Marksman: Retreating.
09:39:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:39:07
SQ
Turn started for Svein
09:39:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:39:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:39:12
SQ
Turn started for Gothart
09:39:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:39:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:39:14
SQ
Turn started for Thorismund Balduric
09:39:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:39:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:39:21
SQ
Turn started for Alfgeir
09:39:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:39:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:39:26
SQ
Turn started for Winrich
09:39:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:39:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:39:28
SQ
Turn started for Torleif
09:39:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:39:37
SQ
Skill [Hidden] removed from [Torleif].
09:39:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:39:38
SQ
Turn started for Alantyr the Swift
09:39:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:39:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:39:43
SQ
Turn started for Ragnar the Blade
09:39:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:39:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:39:52
SQ
Turn started for Palaemon the Oldguard
09:39:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:39:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:39:55
SQ
Turn started for Gunnar the Hound
09:39:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:40:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:40:01
SQ
Turn started for Gerhard
09:40:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:40:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:40:05
SQ
Turn started for Bjarne
09:40:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:40:09
SQ
INFO: Next round issued: 6
09:40:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:40:09
SQ
Turn started for Gothart
09:40:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:40:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:40:14
SQ
Turn started for Bandit Marksman
09:40:14
SQ
*
09:40:14
SQ
* Bandit Marksman: Starting turn.
09:40:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:40:15
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:40:15
SQ
-> Behaviors to pick from:
Retreat (1139.47)(*), Engage.Ranged (320)(*), Attack.Bow (92.2116), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Rotation (0), Flee (0), Defend (0), Reload (0), Engage.Melee (0), BreakFree (0)
Retreat (1139.47)(*), Engage.Ranged (320)(*), Attack.Bow (92.2116), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Rotation (0), Flee (0), Defend (0), Reload (0), Engage.Melee (0), BreakFree (0)
09:40:15
SQ
-> Behavior picked: Retreat (1139.47)
09:40:15
SQ
* Bandit Marksman: Retreating.
09:40:17
SQ
* Bandit Marksman: Retreated!
09:40:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:40:17
SQ
Turn started for Bandit Marksman
09:40:17
SQ
*
09:40:17
SQ
* Bandit Marksman: Starting turn.
09:40:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:40:19
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:40:19
SQ
-> Behaviors to pick from:
Retreat (1192.11)(*), Engage.Ranged (577.778)(*), Attack.Bow (57.4141), Idle (1), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Reload (0), Attack.Default (0), Flee (0), Defend (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0)
Retreat (1192.11)(*), Engage.Ranged (577.778)(*), Attack.Bow (57.4141), Idle (1), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Reload (0), Attack.Default (0), Flee (0), Defend (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0)
09:40:19
SQ
-> Behavior picked: Retreat (1192.11)
09:40:19
SQ
* Bandit Marksman: Retreating.
09:40:20
SQ
* Bandit Marksman: Retreated!
09:40:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:40:20
SQ
Turn started for Bandit Marksman
09:40:20
SQ
*
09:40:20
SQ
* Bandit Marksman: Starting turn.
09:40:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:40:21
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Reload (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Ranged (0), Roam (0), Attack.Bow (0)
SwitchTo.Melee (100)(*), Idle (1), Reload (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Ranged (0), Roam (0), Attack.Bow (0)
09:40:21
SQ
-> Behavior picked: SwitchTo.Melee (100)
09:40:21
SQ
* Bandit Marksman: Switching to melee weapon!
09:40:21
SQ
-> Behaviors to pick from:
Attack.Default (12.6414)(*), Idle (1), Engage.Melee (0), Attack.Puncture (0), Reload (0), Retreat (0), Attack.Bow (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Ranged (0), Roam (0), BreakFree (0), SwitchTo.Melee (0)
Attack.Default (12.6414)(*), Idle (1), Engage.Melee (0), Attack.Puncture (0), Reload (0), Retreat (0), Attack.Bow (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Ranged (0), Roam (0), BreakFree (0), SwitchTo.Melee (0)
09:40:21
SQ
-> Behavior picked: Attack.Default (12.6414)
09:40:21
SQ
* Bandit Marksman: Using Bash against Gerhard!
09:40:21
SQ
Bandit Marksman uses skill Bash
09:40:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.Bow (0), Reload (0), Retreat (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Ranged (0), Roam (0), BreakFree (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Attack.Bow (0), Reload (0), Retreat (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Ranged (0), Roam (0), BreakFree (0), Attack.Puncture (0), Attack.Default (0)
09:40:21
SQ
-> Behavior picked: Idle (1)
09:40:22
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:40:22
SQ
* ---------------------------------------------------
09:40:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:40:22
SQ
Turn started for Thorismund Balduric
09:40:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:40:25
Resource
Loading: music/bandits_01.music
09:40:25
Resource
Unloading: music/bandits_02.music
09:40:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:40:26
SQ
Turn started for Winrich
09:40:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:40:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:40:30
SQ
Turn started for Bandit Marksman
09:40:30
SQ
*
09:40:30
SQ
* Bandit Marksman: Starting turn.
09:40:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:40:30
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
09:40:30
SQ
-> Behaviors to pick from:
Retreat (1244.74)(*), Engage.Ranged (577.778)(*), Attack.Bow (64.1725), Idle (1), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), BreakFree (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Retreat (1244.74)(*), Engage.Ranged (577.778)(*), Attack.Bow (64.1725), Idle (1), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), BreakFree (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
09:40:30
SQ
-> Behavior picked: Retreat (1244.74)
09:40:30
SQ
* Bandit Marksman: Retreating.
09:40:31
SQ
* Bandit Marksman: Retreated!
09:40:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:40:31
SQ
Turn started for Svein
09:40:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:40:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:40:35
SQ
Turn started for Alfgeir
09:40:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:40:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:40:39
SQ
Turn started for Alantyr the Swift
09:40:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:40:43
SQ
Skill [Hidden] removed from [Alantyr the Swift].
09:40:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:40:44
SQ
Turn started for Torleif
09:40:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:40:46
SQ
Skill [Hidden] removed from [Torleif].
09:40:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:40:47
SQ
Turn started for Ragnar the Blade
09:40:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:40:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:40:53
SQ
Turn started for Palaemon the Oldguard
09:40:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:40:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:40:57
SQ
Turn started for Gunnar the Hound
09:40:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:41:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:41:29
SQ
Turn started for Gerhard
09:41:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:41:32
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Marksman]
09:41:32
SQ
Gerhard uses skill Thrust
09:41:33
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Marksman]
09:41:33
SQ
Gerhard uses skill Thrust
09:41:33
SQ
Bandit Marksman has died.
09:41:33
Resource
Unloading: gfx/orientation_overlay.png
09:41:37
Resource
Loading: music/victory_01.music
09:41:37
Resource
Unloading: music/bandits_01.music
09:41:47
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
09:41:47
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
09:41:47
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
09:41:47
SQ
World::onCombatFinished
09:41:47
SQ
TacticalState::onFinish
09:41:47
Resource
Unloading: gfx/object_0.png
09:41:47
Resource
Unloading: gfx/detail.png
09:41:47
Resource
Unloading Resource Package "Temporary Tactical Resources".
09:41:47
UI
IngameMenuScreen::UNREGISTER
09:41:47
UI
MainMenuModule::UNREGISTER
09:41:47
UI
LoadCampaignMenuModule::UNREGISTER
09:41:47
UI
SaveCampaignMenuModule::UNREGISTER
09:41:47
UI
OptionsMenuModule::UNREGISTER
09:41:47
UI
OptionsMenuModuleVideoPanel::UNREGISTER
09:41:47
UI
OptionsMenuModuleVideoPanel::UNREGISTER
09:41:47
UI
OptionsMenuModuleControlsPanel::UNREGISTER
09:41:47
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
09:41:47
UI
TacticalFleeScreen::UNREGISTER
09:41:47
UI
CharacterScreen::UNREGISTER
09:41:47
UI
CharacterScreenLeftPanelModule::UNREGISTER
09:41:47
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
09:41:47
UI
CharacterScreenPaperdollModule::UNREGISTER
09:41:47
UI
CharacterScreenSkillsModule::UNREGISTER
09:41:47
UI
CharacterScreenStatsModule::UNREGISTER
09:41:47
UI
CharacterScreenRightPanelModule::UNREGISTER
09:41:47
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
09:41:47
UI
CharacterScreenInventoryListModule::UNREGISTER
09:41:47
UI
CharacterScreenPerksModule::UNREGISTER
09:41:47
UI
CharacterScreenBrothersListModule::UNREGISTER
09:41:47
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
09:41:47
UI
TacticalScreen::UNREGISTER
09:41:47
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
09:41:47
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
09:41:47
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
09:41:47
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
09:41:47
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
09:41:47
UI
TacticalCombatResultScreen::UNREGISTER
09:41:47
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
09:41:47
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
09:41:51
Resource
Loading: music/worldmap_06.music
09:41:51
Resource
Unloading: music/victory_01.music
09:44:39
Resource
Loading: music/worldmap_07.music
09:44:39
Resource
Unloading: music/worldmap_06.music
09:45:20
UI
equip item: 54220338
09:45:36
UI
equip item: 51049157
09:45:46
SQ
chance to fire event: 6.08331%
09:45:48
SQ
contract removed: contract.errant
09:45:52
SQ
Location entered: City of Wallstadt
09:45:56
Resource
Loading: music/city_02.music
09:45:56
Resource
Unloading: music/worldmap_07.music
09:46:14
SQ
chance to fire event: 6.70684%
09:46:17
Resource
Loading: music/worldmap_05.music
09:46:17
Resource
Unloading: music/city_02.music
09:46:49
SQ
chance to fire event: 7.66972%
09:47:09
SQ
contract added: contract.destroy_bandit_camp
09:47:14
SQ
chance to fire event: 8.63232%
09:47:23
SQ
chance to fire event: 9.59504%
09:47:25
SQ
contract removed: contract.destroy_inactive_location
09:47:27
SQ
Location entered: Kronland Castle
09:47:31
Resource
Loading: music/stronghold_01.music
09:47:31
Resource
Unloading: music/worldmap_05.music
09:49:50
UI
Paperdoll -> Stash | Ground (targetIdx: 27)
09:50:22
Resource
Loading: music/worldmap_03.music
09:50:22
Resource
Unloading: music/stronghold_01.music
09:50:29
SQ
chance to fire event: 10.5573%
09:50:30
SQ
contract added: contract.errant
09:50:37
SQ
contract removed: contract.discover_location
09:50:38
SQ
chance to fire event: 11.5203%
09:50:47
SQ
chance to fire event: 12.483%
09:50:47
SQ
Skill [Fat] removed from [Torleif].
09:51:08
SQ
Save campaign: autosave
09:51:09
Scene
Finished saving scene.
09:51:10
SQ
WorldState::onHide
09:51:10
UI
CharacterScreen::REGISTER
09:51:10
UI
CharacterScreenLeftPanelModule::REGISTER
09:51:10
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
09:51:10
UI
CharacterScreenPaperdollModule::REGISTER
09:51:10
UI
CharacterScreenSkillsModule::REGISTER
09:51:10
UI
CharacterScreenStatsModule::REGISTER
09:51:10
UI
CharacterScreenRightPanelModule::REGISTER
09:51:10
UI
CharacterScreenRightPanelHeaderModule::REGISTER
09:51:10
UI
CharacterScreenInventoryListModule::REGISTER
09:51:10
UI
CharacterScreenPerksModule::REGISTER
09:51:10
UI
CharacterScreenBrothersListModule::REGISTER
09:51:10
UI
CharacterScreenBattleStartFooterModule::REGISTER
09:51:10
UI
TacticalFleeScreen::REGISTER
09:51:10
UI
IngameMenuScreen::REGISTER
09:51:10
UI
MainMenuModule::REGISTER
09:51:10
UI
LoadCampaignMenuModule::REGISTER
09:51:10
UI
SaveCampaignMenuModule::REGISTER
09:51:10
UI
OptionsMenuModule::REGISTER
09:51:10
UI
OptionsMenuModuleVideoPanel::REGISTER
09:51:10
UI
OptionsMenuModuleAudioPanel::REGISTER
09:51:10
UI
OptionsMenuModuleControlsPanel::REGISTER
09:51:10
UI
OptionsMenuModuleGameplayPanel::REGISTER
09:51:10
UI
TacticalCombatResultScreen::REGISTER
09:51:10
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
09:51:10
UI
TacticalCombatResultScreenLootPanel::REGISTER
09:51:10
UI
TacticalScreen::REGISTER
09:51:10
UI
TacticalScreenTurnSequenceBarModule::REGISTER
09:51:10
UI
TacticalScreenOrientationOverlayModule::REGISTER
09:51:10
UI
TacticalScreenTopbarEventLogModule::REGISTER
09:51:10
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
09:51:10
UI
TacticalScreenTopbarOptionsModule::REGISTER
09:51:10
Resource
Loading: gfx/detail.png
09:51:10
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
09:51:10
Resource
Loading: gfx/object_0.png
09:51:10
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
09:51:10
Resource
Loading: gfx/orientation_overlay.png
09:51:10
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
09:51:10
SQ
TACTICAL: STASH LOCKED: true
09:51:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:51:10
SQ
Turn started for Ragnar the Blade
09:51:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:51:11
SQ
INFO: Next round issued: 1
09:51:11
Resource
Started loading Resource Package "Temporary Tactical Resources".
09:51:11
Resource
Loading: sounds/combat/repel_hit_01.wav
09:51:11
Resource
Loading: sounds/combat/repel_hit_02.wav
09:51:11
Resource
Loading: sounds/combat/repel_hit_03.wav
09:51:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:51:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:51:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:51:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:51:14
Resource
Loading: music/bandits_02.music
09:51:14
Resource
Unloading: music/worldmap_03.music
09:51:15
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
09:51:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:51:15
SQ
Turn started for Bandit Marksman
09:51:15
SQ
*
09:51:15
SQ
* Bandit Marksman: Starting turn.
09:51:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:51:15
SQ
defensive score: 4.14815
09:51:15
SQ
defensive threshold: 2.93478
09:51:15
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Flee (0)
Defend (90)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Flee (0)
09:51:15
SQ
-> Behavior picked: Defend (90)
09:51:15
SQ
* Bandit Marksman: Going for defensive position.
09:51:15
SQ
defensive score: 4.14815
09:51:15
SQ
defensive threshold: 2.93478
09:51:16
SQ
-> Behaviors to pick from:
Attack.Bow (21.6667)(*), Defend (5.625)(*), Idle (1), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Ranged (0), BreakFree (0)
Attack.Bow (21.6667)(*), Defend (5.625)(*), Idle (1), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Ranged (0), BreakFree (0)
09:51:16
SQ
-> Behavior picked: Attack.Bow (21.6667)
09:51:16
SQ
* Bandit Marksman: Using Shoot Bolt against Gerhard!
09:51:16
SQ
Bandit Marksman uses skill Shoot Bolt
09:51:18
SQ
defensive score: 4.14815
09:51:18
SQ
defensive threshold: 2.93478
09:51:18
SQ
-> Behaviors to pick from:
Defend (5.625)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Default (0), Reload (0), Engage.Melee (0), Flee (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0)
Defend (5.625)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Default (0), Reload (0), Engage.Melee (0), Flee (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0)
09:51:18
SQ
-> Behavior picked: Defend (5.625)
09:51:18
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:51:18
SQ
* Bandit Marksman: Waiting until others have moved!
09:51:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:51:19
SQ
Turn started for Bandit Raider
09:51:19
SQ
*
09:51:19
SQ
* Bandit Raider: Starting turn.
09:51:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:51:19
SQ
defensive score: 4.14815
09:51:19
SQ
defensive threshold: 2.93478
09:51:19
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:51:19
SQ
-> Behavior picked: Defend (90)
09:51:19
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:51:19
SQ
* Bandit Raider: Waiting until others have moved!
09:51:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:51:19
SQ
Turn started for Bandit Raider
09:51:19
SQ
*
09:51:19
SQ
* Bandit Raider: Starting turn.
09:51:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:51:20
SQ
defensive score: 4.14815
09:51:20
SQ
defensive threshold: 2.93478
09:51:20
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:51:20
SQ
-> Behavior picked: Defend (90)
09:51:20
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:51:20
SQ
* Bandit Raider: Waiting until others have moved!
09:51:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:51:20
SQ
Turn started for Bandit Marksman
09:51:20
SQ
*
09:51:20
SQ
* Bandit Marksman: Starting turn.
09:51:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:51:20
SQ
defensive score: 4.14815
09:51:20
SQ
defensive threshold: 2.93478
09:51:20
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Flee (0)
Defend (90)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Flee (0)
09:51:20
SQ
-> Behavior picked: Defend (90)
09:51:20
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:51:20
SQ
* Bandit Marksman: Waiting until others have moved!
09:51:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:51:21
SQ
Turn started for Torleif
09:51:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:51:24
SQ
TurnSequenceBar::entityWaitTurn(Torleif)
09:51:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:51:25
SQ
Turn started for Bandit Raider
09:51:25
SQ
*
09:51:25
SQ
* Bandit Raider: Starting turn.
09:51:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:51:25
SQ
defensive score: 4.14815
09:51:25
SQ
defensive threshold: 2.93478
09:51:25
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:51:25
SQ
-> Behavior picked: Defend (90)
09:51:25
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:51:25
SQ
* Bandit Raider: Waiting until others have moved!
09:51:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:51:25
SQ
Turn started for Bandit Raider
09:51:25
SQ
*
09:51:25
SQ
* Bandit Raider: Starting turn.
09:51:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:51:25
SQ
defensive score: 4.14815
09:51:25
SQ
defensive threshold: 2.93478
09:51:26
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:51:26
SQ
-> Behavior picked: Defend (90)
09:51:26
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:51:26
SQ
* Bandit Raider: Waiting until others have moved!
09:51:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:51:26
SQ
Turn started for Bandit Raider
09:51:26
SQ
*
09:51:26
SQ
* Bandit Raider: Starting turn.
09:51:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:51:26
SQ
defensive score: 4.14815
09:51:26
SQ
defensive threshold: 2.93478
09:51:26
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
09:51:26
SQ
-> Behavior picked: Defend (90)
09:51:26
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:51:26
SQ
* Bandit Raider: Waiting until others have moved!
09:51:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:51:26
SQ
Turn started for Bandit Raider
09:51:26
SQ
*
09:51:26
SQ
* Bandit Raider: Starting turn.
09:51:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:51:27
SQ
defensive score: 4.14815
09:51:27
SQ
defensive threshold: 2.93478
09:51:27
SQ
-> Behaviors to pick from:
Defend (90)(*), SwitchTo.Ranged (78.75)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Defend (90)(*), SwitchTo.Ranged (78.75)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
09:51:27
SQ
-> Behavior picked: Defend (90)
09:51:27
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:51:27
SQ
* Bandit Raider: Waiting until others have moved!
09:51:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:51:27
SQ
Turn started for Thorismund Balduric
09:51:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:51:29
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
09:51:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:51:30
SQ
Turn started for Bandit Raider
09:51:30
SQ
*
09:51:30
SQ
* Bandit Raider: Starting turn.
09:51:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:51:30
SQ
defensive score: 4.14815
09:51:30
SQ
defensive threshold: 2.93478
09:51:30
SQ
-> Behaviors to pick from:
Defend (90)(*), SwitchTo.Ranged (78.75)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Defend (90)(*), SwitchTo.Ranged (78.75)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
09:51:30
SQ
-> Behavior picked: Defend (90)
09:51:30
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:51:30
SQ
* Bandit Raider: Waiting until others have moved!
09:51:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:51:30
SQ
Turn started for Gothart
09:51:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:51:32
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
09:51:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:51:33
SQ
Turn started for Alfgeir
09:51:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:51:45
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
09:51:45
SQ
Alfgeir uses skill Spearwall
09:51:45
UI
ERROR: Failed to query entity skills data for entity (31518). Reason: Invalid result.
09:51:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:51:45
SQ
Turn started for Alantyr the Swift
09:51:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:51:48
SQ
TurnSequenceBar::entityWaitTurn(Alantyr the Swift)
09:51:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:51:49
SQ
Turn started for Winrich
09:51:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:51:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:51:57
SQ
Turn started for Palaemon the Oldguard
09:51:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:52:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:52:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:52:05
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
09:52:05
SQ
Gerhard uses skill Spearwall
09:52:05
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
09:52:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:52:05
SQ
Turn started for Svein
09:52:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:52:08
SQ
[Svein] executes skill [Spearwall] on target [Svein]
09:52:08
SQ
Svein uses skill Spearwall
09:52:08
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
09:52:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:52:08
SQ
Turn started for Gunnar the Hound
09:52:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:52:13
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
09:52:13
SQ
Gunnar the Hound uses skill Spearwall
09:52:14
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
09:52:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:52:14
SQ
Turn started for Bjarne
09:52:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:52:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:52:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:52:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:52:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:52:24
SQ
defensive score: 4.14815
09:52:24
SQ
defensive threshold: 2.93478
09:52:24
SQ
-> Behaviors to pick from:
Defend (2.8125)(*), Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Reload (0), Engage.Melee (0), Flee (0), BreakFree (0), Attack.Bow (0), Roam (0), SwitchTo.Melee (0)
Defend (2.8125)(*), Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Reload (0), Engage.Melee (0), Flee (0), BreakFree (0), Attack.Bow (0), Roam (0), SwitchTo.Melee (0)
09:52:24
SQ
-> Behavior picked: Defend (2.8125)
09:52:24
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:52:24
SQ
* Bandit Marksman: Holding defensive position.
09:52:24
SQ
defensive score: 4.14815
09:52:24
SQ
defensive threshold: 2.93478
09:52:24
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Rotation (0), Retreat (0), Attack.Puncture (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Reload (0), Engage.Melee (0), Flee (0), BreakFree (0), Attack.Bow (0), Roam (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), Defend.Rotation (0), Retreat (0), Attack.Puncture (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Reload (0), Engage.Melee (0), Flee (0), BreakFree (0), Attack.Bow (0), Roam (0), SwitchTo.Ranged (0), Defend (0)
09:52:24
SQ
-> Behavior picked: Idle (50)
09:52:24
SQ
* Bandit Marksman: Ending Turn with 2 of 9 AP left.
09:52:24
SQ
* ---------------------------------------------------
09:52:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:25
SQ
defensive score: 4.14815
09:52:25
SQ
defensive threshold: 2.93478
09:52:25
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
09:52:25
SQ
-> Behavior picked: Defend (22.5)
09:52:25
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:52:25
SQ
* Bandit Raider: Holding defensive position.
09:52:25
SQ
defensive score: 4.14815
09:52:25
SQ
defensive threshold: 2.93478
09:52:25
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0)
Idle (50)(*), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0)
09:52:25
SQ
-> Behavior picked: Idle (50)
09:52:25
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
09:52:25
SQ
* ---------------------------------------------------
09:52:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:25
SQ
defensive score: 4.14815
09:52:25
SQ
defensive threshold: 2.93478
09:52:25
SQ
-> Behaviors to pick from:
Defend.Spearwall (319.858)(*), Defend (22.5), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Attack.Decapitate (0), Roam (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend.Spearwall (319.858)(*), Defend (22.5), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Attack.Decapitate (0), Roam (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
09:52:25
SQ
-> Behavior picked: Defend.Spearwall (319.858)
09:52:25
SQ
* Bandit Raider: Using Spearwall!
09:52:25
SQ
Bandit Raider uses skill Spearwall
09:52:25
SQ
defensive score: 4.14815
09:52:25
SQ
defensive threshold: 2.93478
09:52:25
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0)
09:52:25
SQ
-> Behavior picked: Defend (22.5)
09:52:25
SQ
* Bandit Raider: Going for defensive position.
09:52:25
SQ
defensive score: 4.14815
09:52:25
SQ
defensive threshold: 2.93478
09:52:26
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0)
09:52:26
SQ
-> Behavior picked: Defend (22.5)
09:52:26
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:52:26
SQ
* Bandit Raider: Holding defensive position.
09:52:26
SQ
defensive score: 4.14815
09:52:26
SQ
defensive threshold: 2.93478
09:52:26
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0), Defend (0)
Idle (50)(*), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0), Defend (0)
09:52:26
SQ
-> Behavior picked: Idle (50)
09:52:26
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:52:26
SQ
* ---------------------------------------------------
09:52:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:52:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:52:26
SQ
defensive score: 4.14815
09:52:26
SQ
defensive threshold: 2.93478
09:52:26
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Ranged (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Ranged (0), BreakFree (0)
09:52:26
SQ
-> Behavior picked: Defend (22.5)
09:52:26
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:52:26
SQ
* Bandit Marksman: Holding defensive position.
09:52:26
SQ
defensive score: 4.14815
09:52:26
SQ
defensive threshold: 2.93478
09:52:26
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Ranged (0), Attack.Puncture (0), Defend (0)
Idle (50)(*), Retreat (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Ranged (0), Attack.Puncture (0), Defend (0)
09:52:26
SQ
-> Behavior picked: Idle (50)
09:52:26
SQ
* Bandit Marksman: Ending Turn with 9 of 9 AP left.
09:52:26
SQ
* ---------------------------------------------------
09:52:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:52:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:52:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:31
SQ
defensive score: 4.14815
09:52:31
SQ
defensive threshold: 2.93478
09:52:31
SQ
-> Behaviors to pick from:
Defend.Shieldwall (55.607)(*), Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend.Shieldwall (55.607)(*), Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
09:52:31
SQ
-> Behavior picked: Defend (22.5)
09:52:31
SQ
* Bandit Raider: Going for defensive position.
09:52:31
SQ
defensive score: 4.14815
09:52:31
SQ
defensive threshold: 2.93478
09:52:31
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Default (0), Attack.Decapitate (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0)
Defend (22.5)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Default (0), Attack.Decapitate (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0)
09:52:31
SQ
-> Behavior picked: Defend (22.5)
09:52:31
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:52:31
SQ
* Bandit Raider: Holding defensive position.
09:52:31
SQ
defensive score: 4.14815
09:52:31
SQ
defensive threshold: 2.93478
09:52:31
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Rotation (0), Defend.Spearwall (0), Engage.Melee (0), Attack.CrushArmor (0), Retreat (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Split (0), Attack.Default (0), Attack.Decapitate (0), Roam (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend (0)
Idle (50)(*), Defend.Rotation (0), Defend.Spearwall (0), Engage.Melee (0), Attack.CrushArmor (0), Retreat (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Split (0), Attack.Default (0), Attack.Decapitate (0), Roam (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend (0)
09:52:31
SQ
-> Behavior picked: Idle (50)
09:52:31
SQ
* Bandit Raider: Ending Turn with 7 of 9 AP left.
09:52:31
SQ
* ---------------------------------------------------
09:52:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:32
SQ
defensive score: 4.14815
09:52:32
SQ
defensive threshold: 2.93478
09:52:32
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
09:52:32
SQ
-> Behavior picked: Defend (22.5)
09:52:32
SQ
* Bandit Raider: Going for defensive position.
09:52:32
SQ
defensive score: 4.14815
09:52:32
SQ
defensive threshold: 2.93478
09:52:32
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.CrushArmor (0), Retreat (0), Roam (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0)
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.CrushArmor (0), Retreat (0), Roam (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0)
09:52:32
SQ
-> Behavior picked: Defend (22.5)
09:52:32
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:52:32
SQ
* Bandit Raider: Holding defensive position.
09:52:32
SQ
defensive score: 4.14815
09:52:32
SQ
defensive threshold: 2.93478
09:52:32
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Melee (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend (0)
Idle (50)(*), Engage.Melee (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend (0)
09:52:32
SQ
-> Behavior picked: Idle (50)
09:52:32
SQ
* Bandit Raider: Ending Turn with 7 of 9 AP left.
09:52:32
SQ
* ---------------------------------------------------
09:52:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:33
SQ
defensive score: 4.14815
09:52:33
SQ
defensive threshold: 2.93478
09:52:33
SQ
-> Behaviors to pick from:
Defend.Spearwall (263.301)(*), Defend.Shieldwall (52.6456), Defend (22.5), Idle (1), Retreat (0), Attack.KnockOut (0), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Decapitate (0), Roam (0), Attack.Default (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend.Spearwall (263.301)(*), Defend.Shieldwall (52.6456), Defend (22.5), Idle (1), Retreat (0), Attack.KnockOut (0), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Decapitate (0), Roam (0), Attack.Default (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
09:52:33
SQ
-> Behavior picked: Defend.Spearwall (263.301)
09:52:33
SQ
* Bandit Raider: Using Spearwall!
09:52:33
SQ
Bandit Raider uses skill Spearwall
09:52:33
SQ
defensive score: 4.14815
09:52:33
SQ
defensive threshold: 2.93478
09:52:33
SQ
-> Behaviors to pick from:
Defend.Shieldwall (51.1644)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Split (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0)
Defend.Shieldwall (51.1644)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Split (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0)
09:52:33
SQ
-> Behavior picked: Defend.Shieldwall (51.1644)
09:52:33
SQ
* Bandit Raider: Using Shieldwall!
09:52:33
SQ
Bandit Raider uses skill Shieldwall
09:52:33
SQ
defensive score: 4.14815
09:52:33
SQ
defensive threshold: 2.93478
09:52:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.Decapitate (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.Decapitate (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Shieldwall (0)
09:52:33
SQ
-> Behavior picked: Idle (1)
09:52:33
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:52:33
SQ
* ---------------------------------------------------
09:52:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:33
SQ
defensive score: 4.14815
09:52:33
SQ
defensive threshold: 2.93478
09:52:33
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (136.08)(*), Defend.Shieldwall (52.5743)(*), Defend (22.5), Idle (1), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (136.08)(*), Defend.Shieldwall (52.5743)(*), Defend (22.5), Idle (1), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
09:52:33
SQ
-> Behavior picked: SwitchTo.Ranged (136.08)
09:52:33
SQ
* Bandit Raider: Switching to ranged weapon!
09:52:33
SQ
defensive score: 4.14815
09:52:33
SQ
defensive threshold: 2.93478
09:52:34
SQ
-> Behaviors to pick from:
Defend.Shieldwall (52.7804)(*), Attack.Default (19.0234)(*), Idle (1), Attack.Swing (0), Attack.CrushArmor (0), Defend (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Defend.Shieldwall (52.7804)(*), Attack.Default (19.0234)(*), Idle (1), Attack.Swing (0), Attack.CrushArmor (0), Defend (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
09:52:34
SQ
-> Behavior picked: Defend.Shieldwall (52.7804)
09:52:34
SQ
* Bandit Raider: Using Shieldwall!
09:52:34
SQ
Bandit Raider uses skill Shieldwall
09:52:34
SQ
defensive score: 4.14815
09:52:34
SQ
defensive threshold: 2.93478
09:52:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0)
Idle (1)(*), Defend (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0)
09:52:34
SQ
-> Behavior picked: Idle (1)
09:52:34
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:52:34
SQ
* ---------------------------------------------------
09:52:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:52:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:52:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:38
SQ
defensive score: 4.14815
09:52:38
SQ
defensive threshold: 2.93478
09:52:38
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (78.75)(*), Defend.Shieldwall (53.8789)(*), Defend (22.5)(*), Idle (1), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (78.75)(*), Defend.Shieldwall (53.8789)(*), Defend (22.5)(*), Idle (1), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
09:52:38
SQ
-> Behavior picked: Defend.Shieldwall (53.8789)
09:52:38
SQ
* Bandit Raider: Using Shieldwall!
09:52:38
SQ
Bandit Raider uses skill Shieldwall
09:52:38
SQ
defensive score: 4.14815
09:52:38
SQ
defensive threshold: 2.93478
09:52:38
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
09:52:38
SQ
-> Behavior picked: Defend (22.5)
09:52:38
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:52:38
SQ
* Bandit Raider: Holding defensive position.
09:52:38
SQ
defensive score: 4.14815
09:52:38
SQ
defensive threshold: 2.93478
09:52:38
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Swing (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), Attack.Swing (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Knockback (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
09:52:38
SQ
-> Behavior picked: Idle (50)
09:52:38
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
09:52:38
SQ
* ---------------------------------------------------
09:52:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:52:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:52:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:52:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:52:47
SQ
INFO: Next round issued: 2
09:52:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:52:48
SQ
Turn started for Bandit Marksman
09:52:48
SQ
*
09:52:48
SQ
* Bandit Marksman: Starting turn.
09:52:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:52:48
SQ
defensive score: 4.14815
09:52:48
SQ
defensive threshold: 2.93478
09:52:48
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Attack.Bow (0), Defend.Rotation (0), Retreat (0)
Defend (90)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Attack.Bow (0), Defend.Rotation (0), Retreat (0)
09:52:48
SQ
-> Behavior picked: Defend (90)
09:52:48
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:52:48
SQ
* Bandit Marksman: Waiting until others have moved!
09:52:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:49
SQ
Turn started for Bandit Raider
09:52:49
SQ
*
09:52:49
SQ
* Bandit Raider: Starting turn.
09:52:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:49
SQ
defensive score: 4.14815
09:52:49
SQ
defensive threshold: 2.93478
09:52:49
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0)
Defend (90)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0)
09:52:49
SQ
-> Behavior picked: Defend (90)
09:52:49
SQ
* Bandit Raider: Going for defensive position.
09:52:49
SQ
defensive score: 4.14815
09:52:49
SQ
defensive threshold: 2.93478
09:52:49
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0)
09:52:49
SQ
-> Behavior picked: Defend (22.5)
09:52:49
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:52:49
SQ
* Bandit Raider: Waiting until others have moved!
09:52:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:52:49
SQ
Turn started for Ragnar the Blade
09:52:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:52:52
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
09:52:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:52:52
SQ
Turn started for Torleif
09:52:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:52:54
SQ
TurnSequenceBar::entityWaitTurn(Torleif)
09:52:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:54
SQ
Turn started for Bandit Raider
09:52:54
SQ
*
09:52:54
SQ
* Bandit Raider: Starting turn.
09:52:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:54
SQ
defensive score: 4.14815
09:52:54
SQ
defensive threshold: 2.93478
09:52:54
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.CrushArmor (0), Retreat (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Split (0), Attack.Default (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Rotation (0)
Defend (90)(*), Idle (1), Attack.CrushArmor (0), Retreat (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Split (0), Attack.Default (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Rotation (0)
09:52:54
SQ
-> Behavior picked: Defend (90)
09:52:54
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:52:54
SQ
* Bandit Raider: Waiting until others have moved!
09:52:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:52:54
SQ
Turn started for Bandit Raider
09:52:54
SQ
*
09:52:54
SQ
* Bandit Raider: Starting turn.
09:52:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:52:55
SQ
defensive score: 4.14815
09:52:55
SQ
defensive threshold: 2.93478
09:52:55
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0)
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0)
09:52:55
SQ
-> Behavior picked: Defend (90)
09:52:55
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:52:55
SQ
* Bandit Raider: Waiting until others have moved!
09:52:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:52:55
SQ
Turn started for Bandit Marksman
09:52:55
SQ
*
09:52:55
SQ
* Bandit Marksman: Starting turn.
09:52:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:52:55
SQ
defensive score: 4.14815
09:52:55
SQ
defensive threshold: 2.93478
09:52:56
SQ
-> Behaviors to pick from:
Reload (70.5714)(*), Defend (5.625), Idle (1), Engage.Ranged (0), SwitchTo.Melee (0), Retreat (0), Roam (0), Engage.Melee (0), Flee (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0)
Reload (70.5714)(*), Defend (5.625), Idle (1), Engage.Ranged (0), SwitchTo.Melee (0), Retreat (0), Roam (0), Engage.Melee (0), Flee (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0)
09:52:56
SQ
-> Behavior picked: Reload (70.5714)
09:52:56
SQ
* Bandit Marksman: Reloading!
09:52:56
SQ
Bandit Marksman uses skill Reload
09:52:56
SQ
defensive score: 4.14815
09:52:56
SQ
defensive threshold: 2.93478
09:52:56
SQ
-> Behaviors to pick from:
Attack.Bow (50.6196)(*), Defend (5.625), Idle (1), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), Flee (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Engage.Ranged (0), Reload (0)
Attack.Bow (50.6196)(*), Defend (5.625), Idle (1), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), Flee (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Engage.Ranged (0), Reload (0)
09:52:56
SQ
-> Behavior picked: Attack.Bow (50.6196)
09:52:56
SQ
* Bandit Marksman: Using Shoot Bolt against Bjarne!
09:52:56
SQ
Bandit Marksman uses skill Shoot Bolt
09:52:57
SQ
defensive score: 4.14815
09:52:57
SQ
defensive threshold: 2.93478
09:52:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Engage.Ranged (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Engage.Ranged (0), Reload (0), Attack.Bow (0)
09:52:57
SQ
-> Behavior picked: Idle (1)
09:52:57
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:52:57
SQ
* ---------------------------------------------------
09:52:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:52:57
SQ
Turn started for Thorismund Balduric
09:52:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:52:58
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
09:52:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:52:59
SQ
Turn started for Winrich
09:52:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:53:02
SQ
Skill [Hidden] removed from [Winrich].
09:53:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:53:03
SQ
Turn started for Bandit Raider
09:53:03
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:53:03
SQ
*
09:53:03
SQ
* Bandit Raider: Starting turn.
09:53:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:53:04
SQ
defensive score: 4.14815
09:53:04
SQ
defensive threshold: 2.93478
09:53:04
SQ
-> Behaviors to pick from:
Defend.Shieldwall (35.1869)(*), Attack.Default (19.0234)(*), Idle (1), BreakFree (0), Attack.SplitShield (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Defend (0)
Defend.Shieldwall (35.1869)(*), Attack.Default (19.0234)(*), Idle (1), BreakFree (0), Attack.SplitShield (0), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Defend (0)
09:53:04
SQ
-> Behavior picked: Attack.Default (19.0234)
09:53:04
SQ
* Bandit Raider: Using Throw Axe against Svein!
09:53:04
SQ
Bandit Raider uses skill Throw Axe
09:53:04
Resource
Loading: sounds/combat/throw_axe_01.wav
09:53:05
Resource
Unloading: sounds/combat/throw_axe_01.wav
09:53:06
SQ
defensive score: 4.14815
09:53:06
SQ
defensive threshold: 2.93478
09:53:07
SQ
-> Behaviors to pick from:
Defend.Shieldwall (34.8098)(*), Attack.Default (18.9154)(*), Idle (1), Attack.SplitShield (0), Attack.Puncture (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Defend (0), BreakFree (0)
Defend.Shieldwall (34.8098)(*), Attack.Default (18.9154)(*), Idle (1), Attack.SplitShield (0), Attack.Puncture (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Defend (0), BreakFree (0)
09:53:07
SQ
-> Behavior picked: Defend.Shieldwall (34.8098)
09:53:07
SQ
* Bandit Raider: Using Shieldwall!
09:53:07
SQ
Bandit Raider uses skill Shieldwall
09:53:07
SQ
defensive score: 4.14815
09:53:07
SQ
defensive threshold: 2.93478
09:53:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Swing (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Default (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Defend (0), BreakFree (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.Split (0), Attack.Swing (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Default (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Defend (0), BreakFree (0), Defend.Shieldwall (0)
09:53:07
SQ
-> Behavior picked: Idle (1)
09:53:07
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:53:07
SQ
* ---------------------------------------------------
09:53:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:53:07
SQ
Turn started for Palaemon the Oldguard
09:53:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:53:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:53:12
SQ
Turn started for Gothart
09:53:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:53:15
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
09:53:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:53:15
SQ
Turn started for Bandit Raider
09:53:15
SQ
Skill [Spearwall] removed from [Bandit Raider].
09:53:15
SQ
*
09:53:15
SQ
* Bandit Raider: Starting turn.
09:53:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:53:15
SQ
defensive score: 4.14815
09:53:15
SQ
defensive threshold: 2.93478
09:53:15
SQ
-> Behaviors to pick from:
Defend.Spearwall (174.545)(*), Defend (90)(*), Idle (1), Roam (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0)
Defend.Spearwall (174.545)(*), Defend (90)(*), Idle (1), Roam (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0)
09:53:15
SQ
-> Behavior picked: Defend (90)
09:53:15
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:53:15
SQ
* Bandit Raider: Waiting until others have moved!
09:53:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:53:16
SQ
Turn started for Bandit Raider
09:53:16
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:53:16
SQ
*
09:53:16
SQ
* Bandit Raider: Starting turn.
09:53:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:53:16
SQ
defensive score: 4.14815
09:53:16
SQ
defensive threshold: 2.93478
09:53:16
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (113.4)(*), Defend (90)(*), Defend.Shieldwall (34.9485)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), BreakFree (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0)
SwitchTo.Ranged (113.4)(*), Defend (90)(*), Defend.Shieldwall (34.9485)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), BreakFree (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0)
09:53:16
SQ
-> Behavior picked: SwitchTo.Ranged (113.4)
09:53:17
SQ
* Bandit Raider: Switching to ranged weapon!
09:53:17
SQ
defensive score: 4.14815
09:53:17
SQ
defensive threshold: 2.93478
09:53:17
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Defend.Shieldwall (35.0971)(*), Attack.Default (19.8704), Idle (1), Defend.Rotation (0), Attack.Puncture (0), Attack.SplitShield (0), Flee (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Attack.Decapitate (0), Roam (0), Defend (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Ranged (0)
SwitchTo.Melee (100)(*), Defend.Shieldwall (35.0971)(*), Attack.Default (19.8704), Idle (1), Defend.Rotation (0), Attack.Puncture (0), Attack.SplitShield (0), Flee (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Attack.Decapitate (0), Roam (0), Defend (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Ranged (0)
09:53:17
SQ
-> Behavior picked: SwitchTo.Melee (100)
09:53:17
SQ
* Bandit Raider: Switching to melee weapon!
09:53:17
SQ
defensive score: 4.14815
09:53:17
SQ
defensive threshold: 2.93478
09:53:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Flee (0), Defend.Shieldwall (0), Defend (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Flee (0), Defend.Shieldwall (0), Defend (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
09:53:17
SQ
-> Behavior picked: Idle (1)
09:53:17
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:53:17
SQ
* ---------------------------------------------------
09:53:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:53:17
SQ
Turn started for Alantyr the Swift
09:53:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:53:25
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
09:53:25
SQ
Alantyr the Swift uses skill Quick Shot
09:53:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:53:25
SQ
Turn started for Bjarne
09:53:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:53:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:53:34
SQ
Turn started for Alfgeir
09:53:34
SQ
Skill [Spearwall] removed from [Alfgeir].
09:53:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:53:38
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
09:53:38
SQ
Alfgeir uses skill Spearwall
09:53:38
UI
ERROR: Failed to query entity skills data for entity (31518). Reason: Invalid result.
09:53:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:53:38
SQ
Turn started for Svein
09:53:38
SQ
Skill [Spearwall] removed from [Svein].
09:53:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:53:41
SQ
[Svein] executes skill [Spearwall] on target [Svein]
09:53:41
SQ
Svein uses skill Spearwall
09:53:41
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
09:53:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:53:42
SQ
Turn started for Gerhard
09:53:42
SQ
Skill [Spearwall] removed from [Gerhard].
09:53:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:53:45
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
09:53:45
SQ
Gerhard uses skill Spearwall
09:53:45
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
09:53:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:53:45
SQ
Turn started for Bandit Raider
09:53:45
SQ
Skill [Spearwall] removed from [Bandit Raider].
09:53:45
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:53:45
SQ
*
09:53:45
SQ
* Bandit Raider: Starting turn.
09:53:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:53:45
SQ
defensive score: 4.14815
09:53:45
SQ
defensive threshold: 2.93478
09:53:45
SQ
-> Behaviors to pick from:
Defend.Spearwall (496.438)(*), Defend (90), Defend.Shieldwall (34.1096), Idle (1), Attack.Split (0), Attack.SplitShield (0), BreakFree (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Default (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0)
Defend.Spearwall (496.438)(*), Defend (90), Defend.Shieldwall (34.1096), Idle (1), Attack.Split (0), Attack.SplitShield (0), BreakFree (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Default (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0)
09:53:45
SQ
-> Behavior picked: Defend.Spearwall (496.438)
09:53:46
SQ
* Bandit Raider: Using Spearwall!
09:53:46
SQ
Bandit Raider uses skill Spearwall
09:53:46
SQ
defensive score: 4.14815
09:53:46
SQ
defensive threshold: 2.93478
09:53:46
SQ
-> Behaviors to pick from:
Defend.Shieldwall (47.6163)(*), Defend (22.5)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Engage.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0)
Defend.Shieldwall (47.6163)(*), Defend (22.5)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Engage.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0)
09:53:46
SQ
-> Behavior picked: Defend.Shieldwall (47.6163)
09:53:47
SQ
* Bandit Raider: Using Shieldwall!
09:53:47
SQ
Bandit Raider uses skill Shieldwall
09:53:47
SQ
defensive score: 4.14815
09:53:47
SQ
defensive threshold: 2.93478
09:53:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Decapitate (0), Attack.Split (0), Attack.Default (0), Roam (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), SwitchTo.Melee (0), Engage.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Decapitate (0), Attack.Split (0), Attack.Default (0), Roam (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), SwitchTo.Melee (0), Engage.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0)
09:53:47
SQ
-> Behavior picked: Idle (1)
09:53:47
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:53:47
SQ
* ---------------------------------------------------
09:53:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:53:47
SQ
Turn started for Gunnar the Hound
09:53:47
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
09:53:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:53:50
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
09:53:50
SQ
Gunnar the Hound uses skill Spearwall
09:53:50
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
09:53:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:53:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:53:51
SQ
defensive score: 4.14815
09:53:51
SQ
defensive threshold: 2.93478
09:53:51
SQ
-> Behaviors to pick from:
Attack.Bow (36.5252)(*), Defend (11.25)(*), Idle (1), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), BreakFree (0)
Attack.Bow (36.5252)(*), Defend (11.25)(*), Idle (1), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), BreakFree (0)
09:53:51
SQ
-> Behavior picked: Defend (11.25)
09:53:51
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:53:51
SQ
* Bandit Marksman: Holding defensive position.
09:53:51
SQ
defensive score: 4.14815
09:53:51
SQ
defensive threshold: 2.93478
09:53:51
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Bow (36.5252)(*), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), BreakFree (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Reload (0), Retreat (0), Attack.Default (0), Roam (0), Defend (0)
Idle (50)(*), Attack.Bow (36.5252)(*), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), BreakFree (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Reload (0), Retreat (0), Attack.Default (0), Roam (0), Defend (0)
09:53:51
SQ
-> Behavior picked: Idle (50)
09:53:51
SQ
* Bandit Marksman: Ending Turn with 9 of 9 AP left.
09:53:51
SQ
* ---------------------------------------------------
09:53:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:53:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:53:52
SQ
defensive score: 4.14815
09:53:52
SQ
defensive threshold: 2.93478
09:53:52
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.CrushArmor (0), Defend.Rotation (0), BreakFree (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Attack.CrushArmor (0), Defend.Rotation (0), BreakFree (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0)
09:53:52
SQ
-> Behavior picked: Defend (22.5)
09:53:52
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:53:52
SQ
* Bandit Raider: Holding defensive position.
09:53:52
SQ
defensive score: 4.14815
09:53:52
SQ
defensive threshold: 2.93478
09:53:52
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.CrushArmor (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), Attack.Split (0), SwitchTo.Ranged (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Rotation (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0), Defend (0)
Idle (50)(*), Attack.CrushArmor (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), Attack.Split (0), SwitchTo.Ranged (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Rotation (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0), Defend (0)
09:53:52
SQ
-> Behavior picked: Idle (50)
09:53:52
SQ
* Bandit Raider: Ending Turn with 7 of 9 AP left.
09:53:52
SQ
* ---------------------------------------------------
09:53:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:53:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:53:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:53:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:54:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:54:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:54:03
SQ
defensive score: 4.14815
09:54:03
SQ
defensive threshold: 2.93478
09:54:03
SQ
-> Behaviors to pick from:
Defend.Shieldwall (54.1436)(*), Defend (22.5)(*), Idle (1), Defend.Spearwall (0), Attack.Puncture (0), Attack.CrushArmor (0), BreakFree (0), Attack.Default (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0)
Defend.Shieldwall (54.1436)(*), Defend (22.5)(*), Idle (1), Defend.Spearwall (0), Attack.Puncture (0), Attack.CrushArmor (0), BreakFree (0), Attack.Default (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0)
09:54:03
SQ
-> Behavior picked: Defend (22.5)
09:54:03
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:54:03
SQ
* Bandit Raider: Holding defensive position.
09:54:03
SQ
defensive score: 4.14815
09:54:03
SQ
defensive threshold: 2.93478
09:54:03
SQ
-> Behaviors to pick from:
Defend.Shieldwall (54.1436)(*), Idle (50)(*), Attack.Puncture (0), Defend.Riposte (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Defend (0)
Defend.Shieldwall (54.1436)(*), Idle (50)(*), Attack.Puncture (0), Defend.Riposte (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Defend (0)
09:54:03
SQ
-> Behavior picked: Idle (50)
09:54:03
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
09:54:03
SQ
* ---------------------------------------------------
09:54:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:54:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:54:04
SQ
defensive score: 4.14815
09:54:04
SQ
defensive threshold: 2.93478
09:54:04
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
Defend (22.5)(*), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
09:54:04
SQ
-> Behavior picked: Defend (22.5)
09:54:04
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:54:04
SQ
* Bandit Raider: Holding defensive position.
09:54:04
SQ
defensive score: 4.14815
09:54:04
SQ
defensive threshold: 2.93478
09:54:04
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Spearwall (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Defend (0)
Idle (50)(*), Defend.Spearwall (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Defend (0)
09:54:04
SQ
-> Behavior picked: Idle (50)
09:54:04
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
09:54:04
SQ
* ---------------------------------------------------
09:54:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:54:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:54:20
UI
equip item: 50857584
09:54:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:54:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:54:38
SQ
ERROR: Not enough Action Points.
09:54:38
UI
equip item: 50563462
09:54:39
SQ
ERROR: Not enough Action Points.
09:54:39
UI
equip item: 50563462
09:54:45
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Raider]
09:54:45
SQ
Gothart uses skill Shoot Bolt
09:54:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:54:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:54:46
SQ
defensive score: 4.14815
09:54:46
SQ
defensive threshold: 2.93478
09:54:46
SQ
-> Behaviors to pick from:
Defend.Spearwall (366.545)(*), Defend (22.5), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Attack.CrushArmor (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Roam (0)
Defend.Spearwall (366.545)(*), Defend (22.5), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Attack.CrushArmor (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Roam (0)
09:54:46
SQ
-> Behavior picked: Defend.Spearwall (366.545)
09:54:46
SQ
* Bandit Raider: Using Spearwall!
09:54:46
SQ
Bandit Raider uses skill Spearwall
09:54:46
SQ
defensive score: 4.14815
09:54:46
SQ
defensive threshold: 2.93478
09:54:46
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.KnockOut (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Default (0), Retreat (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Attack.KnockOut (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Default (0), Retreat (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Defend.Spearwall (0)
09:54:46
SQ
-> Behavior picked: Defend (22.5)
09:54:47
SQ
* Bandit Raider: Holding defensive position.
09:54:47
SQ
defensive score: 4.14815
09:54:47
SQ
defensive threshold: 2.93478
09:54:47
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Retreat (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Defend.Spearwall (0), Defend (0)
Idle (50)(*), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Retreat (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Defend.Spearwall (0), Defend (0)
09:54:47
SQ
-> Behavior picked: Idle (50)
09:54:47
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
09:54:47
SQ
* ---------------------------------------------------
09:54:47
SQ
INFO: Next round issued: 3
09:54:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:54:47
SQ
Turn started for Bandit Raider
09:54:47
SQ
*
09:54:47
SQ
* Bandit Raider: Starting turn.
09:54:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:54:48
SQ
defensive score: 4.14815
09:54:48
SQ
defensive threshold: 2.93478
09:54:48
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (270.889)(*), Defend (90)(*), Defend.Shieldwall (34.9485), Idle (1), Attack.Puncture (0), Attack.KnockOut (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Default (0)
SwitchTo.Ranged (270.889)(*), Defend (90)(*), Defend.Shieldwall (34.9485), Idle (1), Attack.Puncture (0), Attack.KnockOut (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Default (0)
09:54:48
SQ
-> Behavior picked: SwitchTo.Ranged (270.889)
09:54:48
SQ
* Bandit Raider: Switching to ranged weapon!
09:54:48
SQ
defensive score: 4.14815
09:54:48
SQ
defensive threshold: 2.93478
09:54:48
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Defend.Shieldwall (35.0971)(*), Attack.Default (26.3565)(*), Idle (1), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.KnockOut (0), Flee (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Defend (0), SwitchTo.Ranged (0)
SwitchTo.Melee (100)(*), Defend.Shieldwall (35.0971)(*), Attack.Default (26.3565)(*), Idle (1), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.KnockOut (0), Flee (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Engage.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Defend (0), SwitchTo.Ranged (0)
09:54:48
SQ
-> Behavior picked: SwitchTo.Melee (100)
09:54:48
SQ
* Bandit Raider: Switching to melee weapon!
09:54:48
SQ
defensive score: 4.14815
09:54:48
SQ
defensive threshold: 2.93478
09:54:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend.Riposte (0), Attack.Puncture (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Flee (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.Default (0), Defend.Riposte (0), Attack.Puncture (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Flee (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
09:54:48
SQ
-> Behavior picked: Idle (1)
09:54:48
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:54:48
SQ
* ---------------------------------------------------
09:54:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:54:49
SQ
Turn started for Bandit Marksman
09:54:49
SQ
*
09:54:49
SQ
* Bandit Marksman: Starting turn.
09:54:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:54:49
SQ
defensive score: 4.14815
09:54:49
SQ
defensive threshold: 2.93478
09:54:49
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Reload (29.8222)(*), Defend (1.40625), Idle (1), Attack.Default (0), Flee (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Attack.Bow (0), BreakFree (0), SwitchTo.Ranged (0), Retreat (0)
SwitchTo.Melee (100)(*), Reload (29.8222)(*), Defend (1.40625), Idle (1), Attack.Default (0), Flee (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Attack.Bow (0), BreakFree (0), SwitchTo.Ranged (0), Retreat (0)
09:54:49
SQ
-> Behavior picked: SwitchTo.Melee (100)
09:54:49
SQ
* Bandit Marksman: Switching to melee weapon!
09:54:49
SQ
Skill [Reload] removed from [Bandit Marksman].
09:54:49
SQ
defensive score: 4.14815
09:54:49
SQ
defensive threshold: 2.93478
09:54:50
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Default (0), Attack.Bow (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), BreakFree (0), SwitchTo.Ranged (0), Reload (0), SwitchTo.Melee (0)
Defend (90)(*), Idle (1), Attack.Default (0), Attack.Bow (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), BreakFree (0), SwitchTo.Ranged (0), Reload (0), SwitchTo.Melee (0)
09:54:50
SQ
-> Behavior picked: Defend (90)
09:54:50
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:54:50
SQ
* Bandit Marksman: Waiting until others have moved!
09:54:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:54:50
SQ
Turn started for Bandit Marksman
09:54:50
SQ
*
09:54:50
SQ
* Bandit Marksman: Starting turn.
09:54:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:54:50
SQ
defensive score: 4.14815
09:54:50
SQ
defensive threshold: 2.93478
09:54:50
SQ
-> Behaviors to pick from:
Defend (45)(*), Attack.Bow (43.7474)(*), Idle (1), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Ranged (0), Attack.Default (0), Flee (0), Engage.Melee (0), Reload (0), Retreat (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Puncture (0)
Defend (45)(*), Attack.Bow (43.7474)(*), Idle (1), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Ranged (0), Attack.Default (0), Flee (0), Engage.Melee (0), Reload (0), Retreat (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Puncture (0)
09:54:50
SQ
-> Behavior picked: Defend (45)
09:54:50
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
09:54:50
SQ
* Bandit Marksman: Waiting until others have moved!
09:54:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:54:51
SQ
Turn started for Bandit Raider
09:54:51
SQ
*
09:54:51
SQ
* Bandit Raider: Starting turn.
09:54:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:54:51
SQ
defensive score: 4.14815
09:54:51
SQ
defensive threshold: 2.93478
09:54:51
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0)
Defend (90)(*), Idle (1), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0)
09:54:51
SQ
-> Behavior picked: Defend (90)
09:54:51
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:54:52
SQ
* Bandit Raider: Waiting until others have moved!
09:54:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:54:52
SQ
Turn started for Bandit Raider
09:54:52
SQ
*
09:54:52
SQ
* Bandit Raider: Starting turn.
09:54:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:54:52
SQ
defensive score: 4.14815
09:54:52
SQ
defensive threshold: 2.93478
09:54:52
SQ
-> Behaviors to pick from:
Defend (90)(*), Defend.Shieldwall (35.1202)(*), Idle (1), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0)
Defend (90)(*), Defend.Shieldwall (35.1202)(*), Idle (1), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0)
09:54:52
SQ
-> Behavior picked: Defend (90)
09:54:53
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:54:53
SQ
* Bandit Raider: Waiting until others have moved!
09:54:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:54:53
SQ
Turn started for Bandit Raider
09:54:53
SQ
*
09:54:53
SQ
* Bandit Raider: Starting turn.
09:54:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:54:53
SQ
defensive score: 4.14815
09:54:53
SQ
defensive threshold: 2.93478
09:54:53
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0)
Defend (90)(*), Idle (1), Attack.CrushArmor (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0)
09:54:53
SQ
-> Behavior picked: Defend (90)
09:54:54
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
09:54:54
SQ
* Bandit Raider: Waiting until others have moved!
09:54:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:54:54
SQ
Turn started for Torleif
09:54:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:55:02
UI
equip item: 50935006
09:55:05
SQ
[Torleif] executes skill [Hook] on target [Bandit Marksman]
09:55:05
SQ
Torleif uses skill Hook
09:55:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:55:08
SQ
Turn started for Ragnar the Blade
09:55:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:55:10
UI
equip item: 50815398
09:55:13
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Marksman]
09:55:13
SQ
Ragnar the Blade uses skill Impale
09:55:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:55:14
SQ
Turn started for Winrich
09:55:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:55:17
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
09:55:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:55:17
SQ
Turn started for Bandit Raider
09:55:17
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:55:17
SQ
*
09:55:17
SQ
* Bandit Raider: Starting turn.
09:55:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:55:18
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Attack.Default (27.6164)(*), Defend.Shieldwall (1.21299), Idle (1), Engage.Melee (0.000125), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Flee (0), Retreat (0), Attack.CrushArmor (0), Defend (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
SwitchTo.Melee (100)(*), Attack.Default (27.6164)(*), Defend.Shieldwall (1.21299), Idle (1), Engage.Melee (0.000125), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Flee (0), Retreat (0), Attack.CrushArmor (0), Defend (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
09:55:18
SQ
-> Behavior picked: SwitchTo.Melee (100)
09:55:18
SQ
* Bandit Raider: Switching to melee weapon!
09:55:18
SQ
-> Behaviors to pick from:
Engage.Melee (70.4306)(*), Defend.Shieldwall (6.45337), Idle (1), Defend.Riposte (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Roam (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0)
Engage.Melee (70.4306)(*), Defend.Shieldwall (6.45337), Idle (1), Defend.Riposte (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), Roam (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0)
09:55:18
SQ
-> Behavior picked: Engage.Melee (70.4306)
09:55:18
SQ
* Bandit Raider: Engaging to melee range with Winrich (not visible), accepted_distance=0
09:55:19
SQ
* Bandit Raider: Reached engage destination
09:55:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Shieldwall (0), Roam (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Defend.Rotation (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Shieldwall (0), Roam (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0), Engage.Melee (0)
09:55:19
SQ
-> Behavior picked: Idle (1)
09:55:19
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:55:19
SQ
* ---------------------------------------------------
09:55:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:55:20
SQ
Turn started for Palaemon the Oldguard
09:55:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:55:23
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
09:55:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:55:23
SQ
Turn started for Thorismund Balduric
09:55:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:55:25
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
09:55:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:55:25
SQ
Turn started for Alantyr the Swift
09:55:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:55:29
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
09:55:29
SQ
Alantyr the Swift uses skill Quick Shot
09:55:31
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
09:55:31
SQ
Alantyr the Swift uses skill Quick Shot
09:55:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:55:32
SQ
Turn started for Bjarne
09:55:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:55:34
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
09:55:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:55:35
SQ
Turn started for Gothart
09:55:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:55:38
SQ
Skill [Reload] removed from [Gothart].
09:55:38
UI
equip item: 50563462
09:55:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:55:41
SQ
Turn started for Bandit Raider
09:55:41
SQ
Skill [Spearwall] removed from [Bandit Raider].
09:55:41
SQ
*
09:55:41
SQ
* Bandit Raider: Starting turn.
09:55:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:55:42
SQ
-> Behaviors to pick from:
Engage.Melee (66.9091)(*), Idle (1), Defend.Riposte (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Knockback (0), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Rotation (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0)
Engage.Melee (66.9091)(*), Idle (1), Defend.Riposte (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Knockback (0), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Rotation (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0)
09:55:42
SQ
-> Behavior picked: Engage.Melee (66.9091)
09:55:42
SQ
* Bandit Raider: Engaging to melee range with Winrich (visible), accepted_distance=0
09:55:43
SQ
* Bandit Raider: Reached engage destination
09:55:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Knockback (0), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0)
Idle (1)(*), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Knockback (0), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0)
09:55:43
SQ
-> Behavior picked: Idle (1)
09:55:43
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:55:43
SQ
* ---------------------------------------------------
09:55:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:55:44
SQ
Turn started for Svein
09:55:44
SQ
Skill [Spearwall] removed from [Svein].
09:55:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:55:46
SQ
[Svein] executes skill [Spearwall] on target [Svein]
09:55:46
SQ
Svein uses skill Spearwall
09:55:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:55:48
SQ
Turn started for Alfgeir
09:55:48
SQ
Skill [Spearwall] removed from [Alfgeir].
09:55:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:55:51
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
09:55:51
SQ
Alfgeir uses skill Spearwall
09:55:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:55:53
SQ
Turn started for Gerhard
09:55:53
SQ
Skill [Spearwall] removed from [Gerhard].
09:55:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:55:58
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Marksman]
09:55:58
SQ
Gerhard uses skill Thrust
09:56:00
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Marksman]
09:56:00
SQ
Gerhard uses skill Thrust
09:56:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:56:00
SQ
Turn started for Bandit Raider
09:56:00
SQ
Skill [Spearwall] removed from [Bandit Raider].
09:56:00
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:56:00
SQ
*
09:56:00
SQ
* Bandit Raider: Starting turn.
09:56:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:56:01
SQ
-> Behaviors to pick from:
Engage.Melee (63.1772)(*), Defend.Shieldwall (15.8721)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0)
Engage.Melee (63.1772)(*), Defend.Shieldwall (15.8721)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0)
09:56:01
SQ
-> Behavior picked: Engage.Melee (63.1772)
09:56:01
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
09:56:02
SQ
* Bandit Raider: Reached engage destination
09:56:02
SQ
-> Behaviors to pick from:
Attack.Default (51.3955)(*), Defend.Shieldwall (49.8462)(*), Idle (1), Attack.Decapitate (0), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Flee (0), SwitchTo.Melee (0), Attack.Swing (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Engage.Melee (0)
Attack.Default (51.3955)(*), Defend.Shieldwall (49.8462)(*), Idle (1), Attack.Decapitate (0), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Flee (0), SwitchTo.Melee (0), Attack.Swing (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Engage.Melee (0)
09:56:02
SQ
-> Behavior picked: Defend.Shieldwall (49.8462)
09:56:03
SQ
* Bandit Raider: Using Shieldwall!
09:56:03
SQ
Bandit Raider uses skill Shieldwall
09:56:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Riposte (0), Flee (0), Defend.Shieldwall (0), Attack.Swing (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Riposte (0), Flee (0), Defend.Shieldwall (0), Attack.Swing (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
09:56:03
SQ
-> Behavior picked: Idle (1)
09:56:03
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:56:03
SQ
* ---------------------------------------------------
09:56:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:56:03
SQ
Turn started for Gunnar the Hound
09:56:03
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
09:56:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:56:06
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
09:56:06
SQ
Gunnar the Hound uses skill Spearwall
09:56:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:56:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:56:07
SQ
-> Behaviors to pick from:
Attack.Default (41.9921)(*), Idle (1), Flee (0), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Ranged (0), Reload (0), Attack.Bow (0), Defend (0)
Attack.Default (41.9921)(*), Idle (1), Flee (0), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Ranged (0), Reload (0), Attack.Bow (0), Defend (0)
09:56:07
SQ
-> Behavior picked: Attack.Default (41.9921)
09:56:07
SQ
* Bandit Marksman: Using Chop against Torleif!
09:56:07
SQ
Bandit Marksman uses skill Chop
09:56:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), SwitchTo.Melee (0), Roam (0), Retreat (0), Defend (0), Engage.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Ranged (0), Reload (0), Attack.Bow (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Flee (0), SwitchTo.Melee (0), Roam (0), Retreat (0), Defend (0), Engage.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Ranged (0), Reload (0), Attack.Bow (0), BreakFree (0), Attack.Default (0)
09:56:08
SQ
-> Behavior picked: Idle (1)
09:56:08
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:56:08
SQ
* ---------------------------------------------------
09:56:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:56:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:56:09
SQ
-> Behaviors to pick from:
Attack.Bow (43.7474)(*), Idle (1), Defend.Rotation (0), Roam (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Reload (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Bow (43.7474)(*), Idle (1), Defend.Rotation (0), Roam (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Reload (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0)
09:56:09
SQ
-> Behavior picked: Attack.Bow (43.7474)
09:56:09
SQ
* Bandit Marksman: Using Shoot Bolt against Svein!
09:56:09
SQ
Bandit Marksman uses skill Shoot Bolt
09:56:11
SQ
-> Behaviors to pick from:
Reload (84.0023)(*), Idle (1), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Bow (0)
Reload (84.0023)(*), Idle (1), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Bow (0)
09:56:11
SQ
-> Behavior picked: Reload (84.0023)
09:56:11
SQ
* Bandit Marksman: Reloading!
09:56:11
SQ
Bandit Marksman uses skill Reload
09:56:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Reload (0)
Idle (1)(*), Engage.Ranged (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Reload (0)
09:56:11
SQ
-> Behavior picked: Idle (1)
09:56:12
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
09:56:12
SQ
* ---------------------------------------------------
09:56:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:56:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:56:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Defend.Shieldwall (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Defend (0)
Idle (1)(*), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Defend.Shieldwall (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Defend (0)
09:56:12
SQ
-> Behavior picked: Idle (1)
09:56:12
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
09:56:12
SQ
* ---------------------------------------------------
09:56:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:56:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:56:13
SQ
-> Behaviors to pick from:
Defend.Shieldwall (55.607)(*), Idle (1), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0)
Defend.Shieldwall (55.607)(*), Idle (1), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0)
09:56:13
SQ
-> Behavior picked: Defend.Shieldwall (55.607)
09:56:13
SQ
* Bandit Raider: Using Shieldwall!
09:56:13
SQ
Bandit Raider uses skill Shieldwall
09:56:13
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Attack.Default (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0), Defend.Shieldwall (0)
Idle (1)(*), BreakFree (0), Flee (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Attack.Default (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0), Defend.Shieldwall (0)
09:56:13
SQ
-> Behavior picked: Idle (1)
09:56:14
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
09:56:14
SQ
* ---------------------------------------------------
09:56:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:56:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:56:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Melee (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Attack.Split (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0)
Idle (1)(*), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Melee (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Attack.Split (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0)
09:56:14
SQ
-> Behavior picked: Idle (1)
09:56:14
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
09:56:14
SQ
* ---------------------------------------------------
09:56:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:56:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:56:19
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
09:56:19
SQ
Winrich uses skill Slash
09:56:19
SQ
Bandit Raider has died.
09:56:21
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
09:56:22
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
09:56:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:56:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:56:25
Resource
Loading: music/bandits_01.music
09:56:25
Resource
Unloading: music/bandits_02.music
09:56:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:56:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:56:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:56:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:56:50
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
09:56:50
SQ
Bjarne uses skill Cleave
09:56:52
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
09:56:52
SQ
Bjarne uses skill Cleave
09:56:52
SQ
INFO: Next round issued: 4
09:56:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:56:52
SQ
Turn started for Bandit Raider
09:56:52
SQ
*
09:56:52
SQ
* Bandit Raider: Starting turn.
09:56:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:56:53
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (219.47)(*), Engage.Melee (66.2626)(*), Defend.Shieldwall (17.4742), Idle (1), Attack.SplitShield (0), Roam (0), BreakFree (0), Attack.KnockOut (0), Flee (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Retreat (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
SwitchTo.Ranged (219.47)(*), Engage.Melee (66.2626)(*), Defend.Shieldwall (17.4742), Idle (1), Attack.SplitShield (0), Roam (0), BreakFree (0), Attack.KnockOut (0), Flee (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Retreat (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
09:56:53
SQ
-> Behavior picked: Engage.Melee (66.2626)
09:56:53
SQ
* Bandit Raider: Engaging to melee range with Winrich (visible), accepted_distance=0
09:56:54
SQ
* Bandit Raider: Reached engage destination
09:56:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), BreakFree (0), Attack.SplitShield (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Rotation (0), Attack.Split (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0)
Idle (1)(*), Defend.Shieldwall (0), BreakFree (0), Attack.SplitShield (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Rotation (0), Attack.Split (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0)
09:56:54
SQ
-> Behavior picked: Idle (1)
09:56:55
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:56:55
SQ
* ---------------------------------------------------
09:56:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:56:55
SQ
Turn started for Ragnar the Blade
09:56:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:57:02
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Marksman]
09:57:02
SQ
Ragnar the Blade uses skill Impale
09:57:02
SQ
Bandit Marksman has died.
09:57:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
09:57:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:57:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:57:04
SQ
Turn started for Gothart
09:57:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:57:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:57:11
SQ
Turn started for Bandit Raider
09:57:11
SQ
*
09:57:11
SQ
* Bandit Raider: Starting turn.
09:57:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:57:11
SQ
-> Behaviors to pick from:
Engage.Melee (86.6667)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Attack.Decapitate (0), Flee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Attack.Split (0), Attack.Puncture (0), Defend.Riposte (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.SplitShield (0)
Engage.Melee (86.6667)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Attack.Decapitate (0), Flee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Attack.Split (0), Attack.Puncture (0), Defend.Riposte (0), Retreat (0), Attack.Default (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.SplitShield (0)
09:57:11
SQ
-> Behavior picked: Engage.Melee (86.6667)
09:57:12
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
09:57:13
SQ
* Bandit Raider: Reached engage destination
09:57:13
SQ
-> Behaviors to pick from:
Attack.Default (34.8531)(*), Idle (1), Attack.Decapitate (0), Flee (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0)
Attack.Default (34.8531)(*), Idle (1), Attack.Decapitate (0), Flee (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0)
09:57:13
SQ
-> Behavior picked: Attack.Default (34.8531)
09:57:13
SQ
* Bandit Raider: Using Slash against Gerhard!
09:57:13
SQ
Bandit Raider uses skill Slash
09:57:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Knockback (0), Roam (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Attack.KnockOut (0), Flee (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Knockback (0), Roam (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Attack.KnockOut (0), Flee (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
09:57:14
SQ
-> Behavior picked: Idle (1)
09:57:14
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:57:14
SQ
* ---------------------------------------------------
09:57:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:57:14
SQ
Turn started for Bandit Raider
09:57:14
SQ
*
09:57:14
SQ
* Bandit Raider: Starting turn.
09:57:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:57:15
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (282.176)(*), Engage.Melee (126.5)(*), Defend.Shieldwall (3.03508), Idle (1), Defend.Knockback (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Defend.Riposte (0), Retreat (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0)
SwitchTo.Ranged (282.176)(*), Engage.Melee (126.5)(*), Defend.Shieldwall (3.03508), Idle (1), Defend.Knockback (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Defend.Riposte (0), Retreat (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0)
09:57:15
SQ
-> Behavior picked: Engage.Melee (126.5)
09:57:15
SQ
* Bandit Raider: Engaging to melee range with Thorismund Balduric (visible), accepted_distance=0
09:57:16
SQ
* Bandit Raider: Reached engage destination
09:57:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Defend (0), Attack.SplitShield (0), BreakFree (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0)
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Defend (0), Attack.SplitShield (0), BreakFree (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0)
09:57:16
SQ
-> Behavior picked: Idle (1)
09:57:16
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:57:16
SQ
* ---------------------------------------------------
09:57:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:57:17
SQ
Turn started for Bandit Raider
09:57:17
SQ
*
09:57:17
SQ
* Bandit Raider: Starting turn.
09:57:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:57:17
SQ
-> Behaviors to pick from:
Engage.Melee (78.5714)(*), Idle (1), SwitchTo.Melee (0), BreakFree (0), Attack.Decapitate (0), Flee (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Rotation (0), Defend.Knockback (0), Retreat (0), Defend.Riposte (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0)
Engage.Melee (78.5714)(*), Idle (1), SwitchTo.Melee (0), BreakFree (0), Attack.Decapitate (0), Flee (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Rotation (0), Defend.Knockback (0), Retreat (0), Defend.Riposte (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0)
09:57:17
SQ
-> Behavior picked: Engage.Melee (78.5714)
09:57:17
SQ
* Bandit Raider: Engaging to melee range with Torleif (not visible), accepted_distance=0
09:57:19
SQ
* Bandit Raider: Reached engage destination
09:57:20
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Attack.Default (0), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Rotation (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Engage.Melee (0)
Idle (1)(*), SwitchTo.Melee (0), Attack.Default (0), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Rotation (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Engage.Melee (0)
09:57:20
SQ
-> Behavior picked: Idle (1)
09:57:20
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
09:57:20
SQ
* ---------------------------------------------------
09:57:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:57:20
SQ
Turn started for Torleif
09:57:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:57:26
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
09:57:26
SQ
Torleif uses skill Impale
09:57:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:57:28
SQ
Turn started for Bandit Marksman
09:57:28
SQ
*
09:57:28
SQ
* Bandit Marksman: Starting turn.
09:57:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:57:29
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Attack.Bow (53.4719)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0), Flee (0), BreakFree (0), Reload (0), Retreat (0), Roam (0), Attack.Default (0), Defend.Rotation (0), Engage.Ranged (0)
SwitchTo.Melee (100)(*), Attack.Bow (53.4719)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0), Flee (0), BreakFree (0), Reload (0), Retreat (0), Roam (0), Attack.Default (0), Defend.Rotation (0), Engage.Ranged (0)
09:57:29
SQ
-> Behavior picked: SwitchTo.Melee (100)
09:57:29
SQ
* Bandit Marksman: Switching to melee weapon!
09:57:29
SQ
-> Behaviors to pick from:
Engage.Melee (27.0551)(*), Idle (1), SwitchTo.Ranged (0), Roam (0), Defend (0), Defend.Rotation (0), Flee (0), BreakFree (0), Reload (0), Retreat (0), Attack.Puncture (0), Attack.Default (0), Attack.Bow (0), Engage.Ranged (0), SwitchTo.Melee (0)
Engage.Melee (27.0551)(*), Idle (1), SwitchTo.Ranged (0), Roam (0), Defend (0), Defend.Rotation (0), Flee (0), BreakFree (0), Reload (0), Retreat (0), Attack.Puncture (0), Attack.Default (0), Attack.Bow (0), Engage.Ranged (0), SwitchTo.Melee (0)
09:57:29
SQ
-> Behavior picked: Engage.Melee (27.0551)
09:57:29
SQ
* Bandit Marksman: Engaging to melee range with Gothart (visible), accepted_distance=0
09:57:30
SQ
* Bandit Marksman: Reached engage destination
09:57:30
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Flee (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Reload (0), Retreat (0), Attack.Puncture (0), Attack.Default (0), Attack.Bow (0), Engage.Ranged (0), Roam (0), Engage.Melee (0)
Idle (1)(*), SwitchTo.Ranged (0), Flee (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Reload (0), Retreat (0), Attack.Puncture (0), Attack.Default (0), Attack.Bow (0), Engage.Ranged (0), Roam (0), Engage.Melee (0)
09:57:30
SQ
-> Behavior picked: Idle (1)
09:57:30
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:57:30
SQ
* ---------------------------------------------------
09:57:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:57:30
SQ
Turn started for Thorismund Balduric
09:57:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:57:33
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Marksman]
09:57:33
SQ
Thorismund Balduric uses skill Impale
09:57:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:57:35
SQ
Turn started for Bandit Raider
09:57:35
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:57:35
SQ
*
09:57:35
SQ
* Bandit Raider: Starting turn.
09:57:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:57:36
SQ
-> Behaviors to pick from:
Engage.Melee (105)(*), Defend.Shieldwall (2.26863), Idle (1), Attack.KnockOut (0), Attack.CrushArmor (0), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (105)(*), Defend.Shieldwall (2.26863), Idle (1), Attack.KnockOut (0), Attack.CrushArmor (0), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), BreakFree (0)
09:57:36
SQ
-> Behavior picked: Engage.Melee (105)
09:57:36
SQ
* Bandit Raider: Engaging to melee range with Gothart (not visible), accepted_distance=0
09:57:37
SQ
* Bandit Raider: Reached engage destination
09:57:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Roam (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Roam (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
09:57:37
SQ
-> Behavior picked: Idle (1)
09:57:37
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:57:37
SQ
* ---------------------------------------------------
09:57:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:57:37
SQ
Turn started for Palaemon the Oldguard
09:57:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:57:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:57:44
SQ
Turn started for Winrich
09:57:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:57:48
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
09:57:48
SQ
Winrich uses skill Slash
09:57:50
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
09:57:50
SQ
Winrich uses skill Slash
09:57:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:57:50
SQ
Turn started for Alantyr the Swift
09:57:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:58:00
UI
equip item: 52784541
09:58:02
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
09:58:02
SQ
Alantyr the Swift uses skill Impale
09:58:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:58:04
SQ
Turn started for Bjarne
09:58:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:58:08
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
09:58:08
SQ
Bjarne uses skill Cleave
09:58:11
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
09:58:11
SQ
Bjarne uses skill Cleave
09:58:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:58:11
SQ
Turn started for Gerhard
09:58:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
09:58:15
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
09:58:15
SQ
Gerhard uses skill Thrust
09:58:16
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
09:58:16
SQ
Gerhard uses skill Thrust
09:58:16
SQ
Bandit Raider has died.
09:58:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:58:17
SQ
Turn started for Svein
09:58:17
SQ
Skill [Spearwall] removed from [Svein].
09:58:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:58:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
09:58:36
SQ
Turn started for Alfgeir
09:58:36
SQ
Skill [Spearwall] removed from [Alfgeir].
09:58:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
09:58:43
SQ
[Alfgeir] executes skill [Knock Back] on target [Bandit Marksman]
09:58:43
SQ
Alfgeir uses skill Knock Back
09:58:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:58:43
SQ
Turn started for Bandit Raider
09:58:43
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:58:43
SQ
*
09:58:43
SQ
* Bandit Raider: Starting turn.
09:58:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:58:43
SQ
-> Behaviors to pick from:
Defend.Shieldwall (47.3769)(*), Attack.Default (44.2536)(*), Idle (1), SwitchTo.Melee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Roam (0), Defend.Riposte (0), Flee (0), Engage.Melee (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend (0), Attack.Split (0), Retreat (0)
Defend.Shieldwall (47.3769)(*), Attack.Default (44.2536)(*), Idle (1), SwitchTo.Melee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Roam (0), Defend.Riposte (0), Flee (0), Engage.Melee (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend (0), Attack.Split (0), Retreat (0)
09:58:43
SQ
-> Behavior picked: Defend.Shieldwall (47.3769)
09:58:44
SQ
* Bandit Raider: Using Shieldwall!
09:58:44
SQ
Bandit Raider uses skill Shieldwall
09:58:44
SQ
-> Behaviors to pick from:
Attack.Default (43.1179)(*), Idle (1), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Roam (0), Attack.CrushArmor (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend (0), Attack.Split (0), Retreat (0), Defend.Shieldwall (0)
Attack.Default (43.1179)(*), Idle (1), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Roam (0), Attack.CrushArmor (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend (0), Attack.Split (0), Retreat (0), Defend.Shieldwall (0)
09:58:44
SQ
-> Behavior picked: Attack.Default (43.1179)
09:58:45
SQ
* Bandit Raider: Using Thrust against Bjarne!
09:58:45
SQ
Bandit Raider uses skill Thrust
09:58:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Riposte (0), Flee (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Defend (0), Attack.Split (0), Retreat (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Riposte (0), Flee (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Defend (0), Attack.Split (0), Retreat (0), Defend.Shieldwall (0), Attack.Default (0)
09:58:45
SQ
-> Behavior picked: Idle (1)
09:58:45
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:58:45
SQ
* ---------------------------------------------------
09:58:45
SQ
Bandit Raider has died.
09:58:45
SQ
Skill [Shieldwall] removed from [Bandit Raider].
09:58:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
09:58:45
SQ
Turn started for Gunnar the Hound
09:58:45
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
09:58:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
09:58:55
SQ
INFO: Next round issued: 5
09:58:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
09:58:56
SQ
Turn started for Bandit Marksman
09:58:56
SQ
*
09:58:56
SQ
* Bandit Marksman: Starting turn.
09:58:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
09:58:56
SQ
-> Behaviors to pick from:
Attack.Puncture (225.529)(*), Attack.Default (42.6158), Idle (1), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), BreakFree (0), Retreat (0), Engage.Melee (0), Reload (0), Attack.Bow (0), Engage.Ranged (0), Roam (0), Defend (0), SwitchTo.Ranged (0)
Attack.Puncture (225.529)(*), Attack.Default (42.6158), Idle (1), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), BreakFree (0), Retreat (0), Engage.Melee (0), Reload (0), Attack.Bow (0), Engage.Ranged (0), Roam (0), Defend (0), SwitchTo.Ranged (0)
09:58:56
SQ
-> Behavior picked: Attack.Puncture (225.529)
09:58:57
SQ
* Bandit Marksman: Using Puncture against Gothart!
09:58:57
SQ
Bandit Marksman uses skill Puncture
09:58:57
SQ
-> Behaviors to pick from:
Attack.Puncture (222.396)(*), Attack.Default (42.6158), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), Flee (0), Roam (0), Engage.Melee (0), Reload (0), Attack.Bow (0), Defend (0), BreakFree (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0)
Attack.Puncture (222.396)(*), Attack.Default (42.6158), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), Flee (0), Roam (0), Engage.Melee (0), Reload (0), Attack.Bow (0), Defend (0), BreakFree (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0)
09:58:57
SQ
-> Behavior picked: Attack.Puncture (222.396)
09:58:57
SQ
* Bandit Marksman: Using Puncture against Gothart!
09:58:57
SQ
Bandit Marksman uses skill Puncture
09:58:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Roam (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Reload (0), Attack.Bow (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Attack.Puncture (0)
Idle (1)(*), Flee (0), Roam (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Reload (0), Attack.Bow (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Attack.Puncture (0)
09:58:58
SQ
-> Behavior picked: Idle (1)
09:58:58
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
09:58:58
SQ
* ---------------------------------------------------
09:58:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
09:58:58
SQ
Turn started for Ragnar the Blade
09:58:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
09:59:02
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
09:59:02
SQ
Ragnar the Blade uses skill Impale
09:59:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:59:03
SQ
Turn started for Bandit Raider
09:59:03
SQ
*
09:59:03
SQ
* Bandit Raider: Starting turn.
09:59:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:59:04
SQ
-> Behaviors to pick from:
Engage.Melee (107.26)(*), Idle (1), Flee (0), Defend.Knockback (0), Attack.Default (0), Defend.Rotation (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0)
Engage.Melee (107.26)(*), Idle (1), Flee (0), Defend.Knockback (0), Attack.Default (0), Defend.Rotation (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0)
09:59:04
SQ
-> Behavior picked: Engage.Melee (107.26)
09:59:04
SQ
* Bandit Raider: Engaging to melee range with Torleif (not visible), accepted_distance=0
09:59:05
SQ
* Bandit Raider: Reached engage destination
09:59:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.SplitShield (0), Attack.Default (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend.Knockback (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Attack.SplitShield (0), Attack.Default (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend.Knockback (0), Roam (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0)
09:59:05
SQ
-> Behavior picked: Idle (1)
09:59:05
SQ
* Bandit Raider: Ending Turn with 4 of 9 AP left.
09:59:05
SQ
* ---------------------------------------------------
09:59:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:59:06
SQ
Turn started for Bandit Raider
09:59:06
SQ
*
09:59:06
SQ
* Bandit Raider: Starting turn.
09:59:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:59:06
SQ
-> Behaviors to pick from:
Defend.Shieldwall (57.637)(*), Attack.KnockOut (53.3921)(*), Attack.Default (51.6841)(*), Idle (1), SwitchTo.Melee (0), Flee (0), Defend.Spearwall (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Roam (0), Defend.Riposte (0), Defend (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0)
Defend.Shieldwall (57.637)(*), Attack.KnockOut (53.3921)(*), Attack.Default (51.6841)(*), Idle (1), SwitchTo.Melee (0), Flee (0), Defend.Spearwall (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Roam (0), Defend.Riposte (0), Defend (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0)
09:59:06
SQ
-> Behavior picked: Attack.Default (51.6841)
09:59:07
SQ
* Bandit Raider: Using Bash against Thorismund Balduric!
09:59:07
SQ
Bandit Raider uses skill Bash
09:59:07
SQ
-> Behaviors to pick from:
Defend.Shieldwall (57.0417)(*), Attack.Default (53.0211)(*), Attack.KnockOut (52.5636)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Flee (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0)
Defend.Shieldwall (57.0417)(*), Attack.Default (53.0211)(*), Attack.KnockOut (52.5636)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Flee (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0)
09:59:07
SQ
-> Behavior picked: Defend.Shieldwall (57.0417)
09:59:07
SQ
* Bandit Raider: Using Shieldwall!
09:59:07
SQ
Bandit Raider uses skill Shieldwall
09:59:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), Attack.Split (0), Retreat (0), Flee (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Default (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), Attack.Split (0), Retreat (0), Flee (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Default (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Defend.Shieldwall (0)
09:59:08
SQ
-> Behavior picked: Idle (1)
09:59:08
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:59:08
SQ
* ---------------------------------------------------
09:59:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:59:08
SQ
Turn started for Bandit Raider
09:59:08
SQ
*
09:59:08
SQ
* Bandit Raider: Starting turn.
09:59:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:59:09
SQ
-> Behaviors to pick from:
Attack.Default (54.2766)(*), Defend.Shieldwall (50.7292)(*), Idle (1), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0), Defend.Rotation (0), Retreat (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Flee (0)
Attack.Default (54.2766)(*), Defend.Shieldwall (50.7292)(*), Idle (1), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0), Defend.Rotation (0), Retreat (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Flee (0)
09:59:09
SQ
-> Behavior picked: Defend.Shieldwall (50.7292)
09:59:09
SQ
* Bandit Raider: Using Shieldwall!
09:59:09
SQ
Bandit Raider uses skill Shieldwall
09:59:09
SQ
-> Behaviors to pick from:
Attack.Default (54.2016)(*), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Retreat (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0)
Attack.Default (54.2016)(*), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Retreat (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0)
09:59:09
SQ
-> Behavior picked: Attack.Default (54.2016)
09:59:10
SQ
* Bandit Raider: Using Slash against Svein!
09:59:10
SQ
Bandit Raider uses skill Slash
09:59:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.Swing (0), Roam (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Retreat (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Attack.Swing (0), Roam (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Retreat (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Attack.Default (0)
09:59:10
SQ
-> Behavior picked: Idle (1)
09:59:10
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
09:59:10
SQ
* ---------------------------------------------------
09:59:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
09:59:11
SQ
Turn started for Thorismund Balduric
09:59:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
09:59:14
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
09:59:14
SQ
Thorismund Balduric uses skill Impale
09:59:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
09:59:16
SQ
Turn started for Gothart
09:59:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
09:59:19
SQ
[Gothart] executes skill [Rupture] on target [Bandit Marksman]
09:59:19
SQ
Gothart uses skill Rupture
09:59:19
SQ
Bandit Marksman has died.
09:59:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
09:59:27
SQ
Turn started for Bandit Raider
09:59:27
SQ
*
09:59:27
SQ
* Bandit Raider: Starting turn.
09:59:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
09:59:27
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Retreat (0), Attack.Swing (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Shieldwall (0)
Flee (9000)(*), Idle (1), Roam (0), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Retreat (0), Attack.Swing (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Shieldwall (0)
09:59:27
SQ
-> Behavior picked: Flee (9000)
09:59:27
SQ
* Bandit Raider: Fleeing.
09:59:27
SQ
Bandit Raider has died.
09:59:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
09:59:28
SQ
Turn started for Torleif
09:59:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
09:59:31
SQ
[Torleif] executes skill [Hook] on target [Bandit Raider]
09:59:31
SQ
Torleif uses skill Hook
09:59:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
09:59:33
SQ
Turn started for Palaemon the Oldguard
09:59:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
09:59:36
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
09:59:36
SQ
Palaemon the Oldguard uses skill Slash
09:59:38
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
09:59:38
SQ
Palaemon the Oldguard uses skill Slash
09:59:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
09:59:38
SQ
Turn started for Winrich
09:59:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
09:59:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
09:59:44
SQ
Turn started for Alantyr the Swift
09:59:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
09:59:49
SQ
Skill [Hidden] removed from [Alantyr the Swift].
09:59:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
09:59:50
SQ
Turn started for Svein
09:59:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
09:59:53
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
09:59:53
SQ
Svein uses skill Thrust
09:59:54
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
09:59:54
SQ
Svein uses skill Thrust
09:59:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
09:59:55
SQ
Turn started for Bjarne
09:59:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
09:59:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
09:59:59
SQ
Turn started for Gerhard
10:00:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:00:03
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
10:00:03
SQ
Gerhard uses skill Thrust
10:00:05
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
10:00:05
SQ
Gerhard uses skill Thrust
10:00:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:00:05
SQ
Turn started for Gunnar the Hound
10:00:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:00:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:00:11
SQ
Turn started for Alfgeir
10:00:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:00:15
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
10:00:15
SQ
Alfgeir uses skill Thrust
10:00:17
SQ
INFO: Next round issued: 6
10:00:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:00:17
SQ
Turn started for Ragnar the Blade
10:00:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:00:21
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
10:00:21
SQ
Ragnar the Blade uses skill Impale
10:00:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:00:22
SQ
Turn started for Bandit Raider
10:00:22
SQ
*
10:00:22
SQ
* Bandit Raider: Starting turn.
10:00:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:00:23
SQ
-> Behaviors to pick from:
Attack.Default (89.0476)(*), Idle (1), Defend.Rotation (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Attack.Default (89.0476)(*), Idle (1), Defend.Rotation (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
10:00:23
SQ
-> Behavior picked: Attack.Default (89.0476)
10:00:23
SQ
* Bandit Raider: Using Impale against Ragnar the Blade!
10:00:23
SQ
Bandit Raider uses skill Impale
10:00:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Attack.Default (0)
10:00:23
SQ
-> Behavior picked: Idle (1)
10:00:23
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
10:00:23
SQ
* ---------------------------------------------------
10:00:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:00:24
SQ
Turn started for Gothart
10:00:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:00:28
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
10:00:28
SQ
Gothart uses skill Rupture
10:00:28
SQ
Bandit Raider has died.
10:00:28
SQ
Skill [Shieldwall] removed from [Bandit Raider].
10:00:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: false)
10:00:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:00:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:00:30
SQ
Turn started for Bandit Raider
10:00:30
SQ
Skill [Shieldwall] removed from [Bandit Raider].
10:00:30
SQ
*
10:00:30
SQ
* Bandit Raider: Starting turn.
10:00:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:00:30
SQ
-> Behaviors to pick from:
Defend.Shieldwall (93.795)(*), Attack.Default (49.5436)(*), Attack.KnockOut (48.1091)(*), Idle (1), Roam (0), Engage.Melee (0), Defend.Spearwall (0), Flee (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Retreat (0), SwitchTo.Melee (0)
Defend.Shieldwall (93.795)(*), Attack.Default (49.5436)(*), Attack.KnockOut (48.1091)(*), Idle (1), Roam (0), Engage.Melee (0), Defend.Spearwall (0), Flee (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Retreat (0), SwitchTo.Melee (0)
10:00:30
SQ
-> Behavior picked: Defend.Shieldwall (93.795)
10:00:31
SQ
* Bandit Raider: Using Shieldwall!
10:00:31
SQ
Bandit Raider uses skill Shieldwall
10:00:31
SQ
-> Behaviors to pick from:
Attack.Default (49.135)(*), Attack.KnockOut (46.3765)(*), Idle (1), Roam (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Decapitate (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Retreat (0), SwitchTo.Melee (0), Defend.Shieldwall (0)
Attack.Default (49.135)(*), Attack.KnockOut (46.3765)(*), Idle (1), Roam (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Decapitate (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Retreat (0), SwitchTo.Melee (0), Defend.Shieldwall (0)
10:00:31
SQ
-> Behavior picked: Attack.KnockOut (46.3765)
10:00:32
SQ
* Bandit Raider: Using Knock Out against Thorismund Balduric!
10:00:32
SQ
Bandit Raider uses skill Knock Out
10:00:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Retreat (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Retreat (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Default (0)
10:00:32
SQ
-> Behavior picked: Idle (1)
10:00:32
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:00:32
SQ
* ---------------------------------------------------
10:00:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:00:33
SQ
Turn started for Thorismund Balduric
10:00:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:00:36
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
10:00:36
SQ
Thorismund Balduric uses skill Impale
10:00:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:00:37
SQ
Turn started for Winrich
10:00:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:00:40
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
10:00:40
SQ
Winrich uses skill Slash
10:00:42
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
10:00:42
SQ
Winrich uses skill Slash
10:00:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:00:42
SQ
Turn started for Torleif
10:00:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:00:44
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
10:00:44
SQ
Torleif uses skill Impale
10:00:44
SQ
Bandit Raider has died.
10:00:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:00:46
SQ
Turn started for Palaemon the Oldguard
10:00:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:00:48
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
10:00:48
SQ
Palaemon the Oldguard uses skill Slash
10:00:50
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
10:00:50
SQ
Palaemon the Oldguard uses skill Slash
10:00:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:00:50
SQ
Turn started for Alantyr the Swift
10:00:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:00:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:00:52
SQ
Turn started for Bjarne
10:00:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:00:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:00:56
SQ
Turn started for Svein
10:00:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:00:59
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
10:00:59
SQ
Svein uses skill Thrust
10:01:01
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
10:01:01
SQ
Svein uses skill Thrust
10:01:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:01:01
SQ
Turn started for Gerhard
10:01:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:01:39
Resource
Loading: music/bandits_02.music
10:01:39
Resource
Unloading: music/bandits_01.music
10:03:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:03:23
SQ
Turn started for Alfgeir
10:03:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:03:26
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
10:03:26
SQ
Alfgeir uses skill Thrust
10:03:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:03:29
SQ
Turn started for Gunnar the Hound
10:03:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:03:31
SQ
INFO: Next round issued: 7
10:03:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:03:31
SQ
Turn started for Ragnar the Blade
10:03:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:03:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:03:33
SQ
Turn started for Gothart
10:03:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:03:37
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
10:03:37
SQ
Gothart uses skill Rupture
10:03:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:03:39
SQ
Turn started for Thorismund Balduric
10:03:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:03:45
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
10:03:45
SQ
Thorismund Balduric uses skill Impale
10:03:45
SQ
Bandit Raider has died.
10:03:45
SQ
Skill [Shieldwall] removed from [Bandit Raider].
10:03:45
Resource
Unloading: gfx/orientation_overlay.png
10:03:45
SQ
Skill [Nighttime] removed from [Gunnar the Hound].
10:03:45
SQ
Skill [Nighttime] removed from [Winrich].
10:03:45
SQ
Skill [Nighttime] removed from [Ragnar the Blade].
10:03:45
SQ
Skill [Nighttime] removed from [Torleif].
10:03:45
SQ
Skill [Nighttime] removed from [Thorismund Balduric].
10:03:45
SQ
Skill [Nighttime] removed from [Palaemon the Oldguard].
10:03:45
SQ
Skill [Nighttime] removed from [Gerhard].
10:03:45
SQ
Skill [Nighttime] removed from [Alfgeir].
10:03:45
SQ
Skill [Nighttime] removed from [Bjarne].
10:03:45
SQ
Skill [Nighttime] removed from [Svein].
10:03:45
SQ
Skill [Nighttime] removed from [Alantyr the Swift].
10:03:45
SQ
Skill [Nighttime] removed from [Gothart].
10:03:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: false)
10:03:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:03:49
Resource
Loading: music/victory_01.music
10:03:49
Resource
Unloading: music/bandits_02.music
10:04:09
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
10:04:09
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
10:04:09
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
10:04:09
SQ
World::onCombatFinished
10:04:09
SQ
TacticalState::onFinish
10:04:09
Resource
Unloading: gfx/object_0.png
10:04:09
Resource
Unloading: gfx/detail.png
10:04:09
Resource
Unloading Resource Package "Temporary Tactical Resources".
10:04:09
Resource
Unloading: sounds/combat/repel_hit_01.wav
10:04:09
Resource
Unloading: sounds/combat/repel_hit_02.wav
10:04:09
Resource
Unloading: sounds/combat/repel_hit_03.wav
10:04:09
UI
IngameMenuScreen::UNREGISTER
10:04:09
UI
MainMenuModule::UNREGISTER
10:04:09
UI
LoadCampaignMenuModule::UNREGISTER
10:04:09
UI
SaveCampaignMenuModule::UNREGISTER
10:04:09
UI
OptionsMenuModule::UNREGISTER
10:04:09
UI
OptionsMenuModuleVideoPanel::UNREGISTER
10:04:09
UI
OptionsMenuModuleVideoPanel::UNREGISTER
10:04:09
UI
OptionsMenuModuleControlsPanel::UNREGISTER
10:04:09
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
10:04:09
UI
TacticalFleeScreen::UNREGISTER
10:04:09
UI
CharacterScreen::UNREGISTER
10:04:09
UI
CharacterScreenLeftPanelModule::UNREGISTER
10:04:09
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
10:04:09
UI
CharacterScreenPaperdollModule::UNREGISTER
10:04:09
UI
CharacterScreenSkillsModule::UNREGISTER
10:04:09
UI
CharacterScreenStatsModule::UNREGISTER
10:04:09
UI
CharacterScreenRightPanelModule::UNREGISTER
10:04:09
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
10:04:09
UI
CharacterScreenInventoryListModule::UNREGISTER
10:04:09
UI
CharacterScreenPerksModule::UNREGISTER
10:04:09
UI
CharacterScreenBrothersListModule::UNREGISTER
10:04:09
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
10:04:09
UI
TacticalScreen::UNREGISTER
10:04:09
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
10:04:09
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
10:04:09
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
10:04:09
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
10:04:09
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
10:04:09
UI
TacticalCombatResultScreen::UNREGISTER
10:04:09
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
10:04:09
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
10:04:13
Resource
Loading: music/worldmap_03.music
10:04:13
Resource
Unloading: music/victory_01.music
10:05:44
UI
equip item: 54220338
10:05:49
UI
equip item: 51751874
10:05:52
UI
equip item: 51049157
10:05:55
UI
equip item: 50663215
10:05:57
UI
equip item: 50722236
10:08:00
SQ
contract removed: contract.errant
10:08:17
SQ
contract added: contract.discover_location
10:08:21
SQ
contract added: contract.escort_caravan
10:08:27
SQ
contract removed: contract.errant
10:08:38
SQ
contract removed: contract.destroy_inactive_location
10:08:42
SQ
contract removed: contract.exterminate_beasts
10:08:43
SQ
Location entered: City of Wallstadt
10:08:47
Resource
Loading: music/city_01.music
10:08:47
Resource
Unloading: music/worldmap_03.music
10:09:31
SQ
contract activated: contract.escort_caravan
10:09:37
Resource
Loading: music/worldmap_05.music
10:09:37
Resource
Unloading: music/city_01.music
10:09:38
SQ
contract added: contract.destroy_inactive_location
10:09:42
SQ
Location entered: City of Wallstadt
10:09:44
SQ
Location entered: City of Wallstadt
10:09:46
Resource
Loading: music/city_02.music
10:09:46
Resource
Unloading: music/worldmap_05.music
10:09:50
Resource
Loading: music/worldmap_07.music
10:09:50
Resource
Unloading: music/city_02.music
10:09:52
SQ
Save campaign: autosave
10:09:53
Scene
Finished saving scene.
10:09:53
SQ
WorldState::onHide
10:09:54
UI
CharacterScreen::REGISTER
10:09:54
UI
CharacterScreenLeftPanelModule::REGISTER
10:09:54
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
10:09:54
UI
CharacterScreenPaperdollModule::REGISTER
10:09:54
UI
CharacterScreenSkillsModule::REGISTER
10:09:54
UI
CharacterScreenStatsModule::REGISTER
10:09:54
UI
CharacterScreenRightPanelModule::REGISTER
10:09:54
UI
CharacterScreenRightPanelHeaderModule::REGISTER
10:09:54
UI
CharacterScreenInventoryListModule::REGISTER
10:09:54
UI
CharacterScreenPerksModule::REGISTER
10:09:54
UI
CharacterScreenBrothersListModule::REGISTER
10:09:54
UI
CharacterScreenBattleStartFooterModule::REGISTER
10:09:54
UI
TacticalFleeScreen::REGISTER
10:09:54
UI
IngameMenuScreen::REGISTER
10:09:54
UI
MainMenuModule::REGISTER
10:09:54
UI
LoadCampaignMenuModule::REGISTER
10:09:54
UI
SaveCampaignMenuModule::REGISTER
10:09:54
UI
OptionsMenuModule::REGISTER
10:09:54
UI
OptionsMenuModuleVideoPanel::REGISTER
10:09:54
UI
OptionsMenuModuleAudioPanel::REGISTER
10:09:54
UI
OptionsMenuModuleControlsPanel::REGISTER
10:09:54
UI
OptionsMenuModuleGameplayPanel::REGISTER
10:09:54
UI
TacticalCombatResultScreen::REGISTER
10:09:54
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
10:09:54
UI
TacticalCombatResultScreenLootPanel::REGISTER
10:09:54
UI
TacticalScreen::REGISTER
10:09:54
UI
TacticalScreenTurnSequenceBarModule::REGISTER
10:09:54
UI
TacticalScreenOrientationOverlayModule::REGISTER
10:09:54
UI
TacticalScreenTopbarEventLogModule::REGISTER
10:09:54
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
10:09:54
UI
TacticalScreenTopbarOptionsModule::REGISTER
10:09:54
Resource
Loading: gfx/object_0.png
10:09:54
Texture
Texture "gfx/object_0.png" (ID: 14) took up approximately 2730kb in video memory.
10:09:54
Resource
Loading: gfx/detail.png
10:09:54
Texture
Texture "gfx/detail.png" (ID: 15) took up approximately 5461kb in video memory.
10:09:54
Resource
Loading: gfx/orientation_overlay.png
10:09:54
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
10:09:54
Resource
Loading: gfx/entity_3.png
10:09:54
Texture
Texture "gfx/entity_3.png" (ID: 17) took up approximately 1365kb in video memory.
10:09:54
SQ
TACTICAL: STASH LOCKED: true
10:09:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:54
SQ
Turn started for Werewolf
10:09:54
SQ
*
10:09:54
SQ
* Werewolf: Starting turn.
10:09:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:54
SQ
INFO: Next round issued: 1
10:09:54
Resource
Started loading Resource Package "Temporary Tactical Resources".
10:09:54
Resource
Loading: sounds/enemies/werewolf_death_01.wav
10:09:54
Resource
Loading: sounds/enemies/werewolf_death_02.wav
10:09:54
Resource
Loading: sounds/enemies/werewolf_death_03.wav
10:09:54
Resource
Loading: sounds/enemies/werewolf_death_04.wav
10:09:54
Resource
Loading: sounds/enemies/werewolf_flee_01.wav
10:09:54
Resource
Loading: sounds/enemies/werewolf_flee_02.wav
10:09:54
Resource
Loading: sounds/combat/werewolf_claw_01.wav
10:09:54
Resource
Loading: sounds/combat/werewolf_claw_02.wav
10:09:54
Resource
Loading: sounds/combat/werewolf_claw_03.wav
10:09:54
Resource
Loading: sounds/combat/werewolf_claw_hit_01.wav
10:09:54
Resource
Loading: sounds/combat/werewolf_claw_hit_02.wav
10:09:54
Resource
Loading: sounds/combat/werewolf_claw_hit_03.wav
10:09:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:09:55
SQ
defensive score: 0
10:09:55
SQ
defensive threshold: 30
10:09:55
SQ
-> Behaviors to pick from:
Engage.Melee (181.818)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (181.818)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:09:55
SQ
-> Behavior picked: Engage.Melee (181.818)
10:09:55
SQ
* Werewolf: Engaging to melee range with Militia (visible), accepted_distance=0
10:09:55
SQ
* Werewolf: Reached engage destination
10:09:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:09:55
SQ
-> Behavior picked: Idle (1)
10:09:55
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:09:55
SQ
* ---------------------------------------------------
10:09:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:55
SQ
Turn started for Werewolf
10:09:55
SQ
*
10:09:55
SQ
* Werewolf: Starting turn.
10:09:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:09:56
SQ
-> Behaviors to pick from:
Engage.Melee (173.333)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (173.333)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:09:56
SQ
-> Behavior picked: Engage.Melee (173.333)
10:09:56
SQ
* Werewolf: Engaging to melee range with Militia (visible), accepted_distance=0
10:09:56
SQ
* Werewolf: Reached engage destination
10:09:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:09:56
SQ
-> Behavior picked: Idle (1)
10:09:56
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:09:56
SQ
* ---------------------------------------------------
10:09:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:56
SQ
Turn started for Werewolf
10:09:56
SQ
*
10:09:56
SQ
* Werewolf: Starting turn.
10:09:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:09:56
SQ
-> Behaviors to pick from:
Engage.Melee (224.282)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (224.282)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:09:56
SQ
-> Behavior picked: Engage.Melee (224.282)
10:09:56
SQ
* Werewolf: Engaging to melee range with Militia (not visible), accepted_distance=0
10:09:56
SQ
* Werewolf: Reached engage destination
10:09:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:09:56
SQ
-> Behavior picked: Idle (1)
10:09:56
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:09:56
SQ
* ---------------------------------------------------
10:09:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:56
SQ
Turn started for Werewolf
10:09:56
SQ
*
10:09:56
SQ
* Werewolf: Starting turn.
10:09:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:09:57
SQ
-> Behaviors to pick from:
Engage.Melee (98.0237)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (98.0237)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:09:57
SQ
-> Behavior picked: Engage.Melee (98.0237)
10:09:57
SQ
* Werewolf: Engaging to melee range with Militia (not visible), accepted_distance=0
10:09:57
SQ
* Werewolf: Reached engage destination
10:09:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:09:57
SQ
-> Behavior picked: Idle (1)
10:09:57
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:09:57
SQ
* ---------------------------------------------------
10:09:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:57
SQ
Turn started for Werewolf
10:09:57
SQ
*
10:09:57
SQ
* Werewolf: Starting turn.
10:09:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:09:57
SQ
-> Behaviors to pick from:
Engage.Melee (331.473)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (331.473)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:09:57
SQ
-> Behavior picked: Engage.Melee (331.473)
10:09:57
SQ
* Werewolf: Engaging to melee range with Militia (not visible), accepted_distance=0
10:09:57
SQ
* Werewolf: Reached engage destination
10:09:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:09:57
SQ
-> Behavior picked: Idle (1)
10:09:57
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:09:57
SQ
* ---------------------------------------------------
10:09:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:58
SQ
Turn started for Werewolf
10:09:58
SQ
*
10:09:58
SQ
* Werewolf: Starting turn.
10:09:58
Resource
Loading: music/beasts_01.music
10:09:58
Resource
Unloading: music/worldmap_07.music
10:09:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:09:58
SQ
-> Behaviors to pick from:
Engage.Melee (188)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (188)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:09:58
SQ
-> Behavior picked: Engage.Melee (188)
10:09:58
SQ
* Werewolf: Engaging to melee range with Militia (visible), accepted_distance=0
10:09:58
SQ
* Werewolf: Reached engage destination
10:09:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:09:58
SQ
-> Behavior picked: Idle (1)
10:09:58
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:09:58
SQ
* ---------------------------------------------------
10:09:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:58
SQ
Turn started for Werewolf
10:09:58
SQ
*
10:09:58
SQ
* Werewolf: Starting turn.
10:09:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:09:59
SQ
-> Behaviors to pick from:
Engage.Melee (125.909)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (125.909)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:09:59
SQ
-> Behavior picked: Engage.Melee (125.909)
10:09:59
SQ
* Werewolf: Engaging to melee range with Militia (not visible), accepted_distance=0
10:09:59
SQ
* Werewolf: Reached engage destination
10:09:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:09:59
SQ
-> Behavior picked: Idle (1)
10:09:59
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:09:59
SQ
* ---------------------------------------------------
10:09:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:59
SQ
Turn started for Werewolf
10:09:59
SQ
*
10:09:59
SQ
* Werewolf: Starting turn.
10:09:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:09:59
SQ
-> Behaviors to pick from:
Engage.Melee (160.94)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (160.94)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:09:59
SQ
-> Behavior picked: Engage.Melee (160.94)
10:09:59
SQ
* Werewolf: Engaging to melee range with Militia (not visible), accepted_distance=0
10:09:59
SQ
* Werewolf: Reached engage destination
10:09:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:09:59
SQ
-> Behavior picked: Idle (1)
10:09:59
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:09:59
SQ
* ---------------------------------------------------
10:09:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:09:59
SQ
Turn started for Werewolf
10:09:59
SQ
*
10:09:59
SQ
* Werewolf: Starting turn.
10:10:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:10:00
SQ
-> Behaviors to pick from:
Engage.Melee (222.332)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (222.332)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
10:10:00
SQ
-> Behavior picked: Engage.Melee (222.332)
10:10:00
SQ
* Werewolf: Engaging to melee range with Militia (not visible), accepted_distance=0
10:10:00
SQ
Skill [Hidden] removed from [Werewolf].
10:10:00
SQ
* Werewolf: Reached engage destination
10:10:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:10:00
SQ
-> Behavior picked: Idle (1)
10:10:00
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:10:00
SQ
* ---------------------------------------------------
10:10:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:10:00
SQ
Turn started for Ragnar the Blade
10:10:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:10:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:10:09
SQ
Turn started for Torleif
10:10:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:10:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:14
SQ
Turn started for Militia
10:10:14
SQ
*
10:10:14
SQ
* Militia: Starting turn.
10:10:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:14
SQ
* Militia: It's important that I get some distance from my opponents..
10:10:14
SQ
-> Behaviors to pick from:
Engage.Ranged (833.333)(*), Attack.Bow (97.4749), Idle (1), Roam (0), Reload (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Ranged (833.333)(*), Attack.Bow (97.4749), Idle (1), Roam (0), Reload (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:10:14
SQ
-> Behavior picked: Engage.Ranged (833.333)
10:10:14
SQ
* Militia: Engaging into firing range over 4 tiles at Werewolf (visible)
10:10:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Engage.Melee (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), Engage.Melee (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0)
10:10:15
SQ
-> Behavior picked: Idle (1)
10:10:15
SQ
* Militia: Ending Turn with 0 of 9 AP left.
10:10:15
SQ
* ---------------------------------------------------
10:10:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:16
SQ
Turn started for Militia
10:10:16
SQ
*
10:10:16
SQ
* Militia: Starting turn.
10:10:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:16
SQ
* Militia: It's important that I get some distance from my opponents..
10:10:16
SQ
-> Behaviors to pick from:
Engage.Ranged (333.333)(*), Attack.Bow (87.5866)(*), Idle (1), Roam (0), Reload (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Ranged (333.333)(*), Attack.Bow (87.5866)(*), Idle (1), Roam (0), Reload (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:10:16
SQ
-> Behavior picked: Attack.Bow (87.5866)
10:10:16
SQ
* Militia: Using Quick Shot against Werewolf!
10:10:16
SQ
Militia uses skill Quick Shot
10:10:16
SQ
* Militia: It's important that I get some distance from my opponents..
10:10:16
SQ
-> Behaviors to pick from:
Engage.Ranged (333.333)(*), Attack.Bow (32.4846), Idle (1), Reload (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Melee (0), BreakFree (0), Roam (0)
Engage.Ranged (333.333)(*), Attack.Bow (32.4846), Idle (1), Reload (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Melee (0), BreakFree (0), Roam (0)
10:10:16
SQ
-> Behavior picked: Engage.Ranged (333.333)
10:10:16
SQ
* Militia: Engaging into firing range over 1 tiles at Werewolf (visible)
10:10:16
SQ
* Militia: In fact, I would prefer to remain where I am
10:10:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Reload (0), Attack.Puncture (0), Defend (0), Flee (0), Attack.Bow (0), BreakFree (0), Roam (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Reload (0), Attack.Puncture (0), Defend (0), Flee (0), Attack.Bow (0), BreakFree (0), Roam (0), Engage.Ranged (0)
10:10:16
SQ
-> Behavior picked: Idle (1)
10:10:16
SQ
* Militia: Ending Turn with 2 of 9 AP left.
10:10:16
SQ
* ---------------------------------------------------
10:10:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Hand - Locked: true)
10:10:16
SQ
Turn started for Caravan Hand
10:10:16
SQ
*
10:10:16
SQ
* Caravan Hand: Starting turn.
10:10:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Hand)
10:10:17
SQ
-> Behaviors to pick from:
Engage.Melee (11.5079)(*), Idle (1), Defend (0), BreakFree (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0)
Engage.Melee (11.5079)(*), Idle (1), Defend (0), BreakFree (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0)
10:10:17
SQ
-> Behavior picked: Engage.Melee (11.5079)
10:10:17
SQ
* Caravan Hand: Engaging to melee range with Werewolf (visible), accepted_distance=0
10:10:17
SQ
* Caravan Hand: Reached engage destination
10:10:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0)
10:10:17
SQ
-> Behavior picked: Idle (1)
10:10:17
SQ
* Caravan Hand: Ending Turn with 3 of 9 AP left.
10:10:17
SQ
* ---------------------------------------------------
10:10:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:17
SQ
Turn started for Militia
10:10:17
SQ
*
10:10:17
SQ
* Militia: Starting turn.
10:10:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:17
SQ
-> Behaviors to pick from:
Attack.Default (47.3341)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Default (47.3341)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:10:17
SQ
-> Behavior picked: Attack.Default (47.3341)
10:10:17
SQ
* Militia: Using Stab against Werewolf!
10:10:17
SQ
Militia uses skill Stab
10:10:17
SQ
-> Behaviors to pick from:
Attack.Default (47.3341)(*), Idle (1), Roam (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0)
Attack.Default (47.3341)(*), Idle (1), Roam (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0)
10:10:17
SQ
-> Behavior picked: Attack.Default (47.3341)
10:10:17
SQ
* Militia: Using Stab against Werewolf!
10:10:17
SQ
Militia uses skill Stab
10:10:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0)
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0)
10:10:17
SQ
-> Behavior picked: Idle (1)
10:10:17
SQ
* Militia: Ending Turn with 1 of 9 AP left.
10:10:17
SQ
* ---------------------------------------------------
10:10:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia Veteran - Locked: true)
10:10:18
SQ
Turn started for Militia Veteran
10:10:18
SQ
*
10:10:18
SQ
* Militia Veteran: Starting turn.
10:10:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia Veteran)
10:10:18
SQ
-> Behaviors to pick from:
Engage.Melee (89.375)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Flee (0)
Engage.Melee (89.375)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Flee (0)
10:10:18
SQ
-> Behavior picked: Engage.Melee (89.375)
10:10:18
SQ
* Militia Veteran: Engaging to melee range with Werewolf (visible), accepted_distance=0
10:10:18
SQ
* Militia Veteran: Reached engage destination
10:10:18
SQ
-> Behaviors to pick from:
Attack.Default (62.8871)(*), Idle (1), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0)
Attack.Default (62.8871)(*), Idle (1), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0)
10:10:18
SQ
-> Behavior picked: Attack.Default (62.8871)
10:10:18
SQ
* Militia Veteran: Using Thrust against Werewolf!
10:10:18
SQ
Militia Veteran uses skill Thrust
10:10:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Default (0)
10:10:18
SQ
-> Behavior picked: Idle (1)
10:10:18
SQ
* Militia Veteran: Ending Turn with 1 of 9 AP left.
10:10:18
SQ
* ---------------------------------------------------
10:10:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:18
SQ
Turn started for Militia
10:10:18
SQ
*
10:10:18
SQ
* Militia: Starting turn.
10:10:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:19
SQ
-> Behaviors to pick from:
Attack.Default (48.5083)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Default (48.5083)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:10:19
SQ
-> Behavior picked: Attack.Default (48.5083)
10:10:19
SQ
* Militia: Using Cleave against Werewolf!
10:10:19
SQ
Militia uses skill Cleave
10:10:19
SQ
-> Behaviors to pick from:
Attack.Default (48.1982)(*), Idle (1), Roam (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0)
Attack.Default (48.1982)(*), Idle (1), Roam (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0)
10:10:19
SQ
-> Behavior picked: Attack.Default (48.1982)
10:10:19
SQ
* Militia: Using Cleave against Werewolf!
10:10:19
SQ
Militia uses skill Cleave
10:10:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0)
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0)
10:10:19
SQ
-> Behavior picked: Idle (1)
10:10:19
SQ
* Militia: Ending Turn with 1 of 9 AP left.
10:10:19
SQ
* ---------------------------------------------------
10:10:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:10:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:10:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:10:25
SQ
Turn started for Caravan Guard
10:10:25
SQ
*
10:10:25
SQ
* Caravan Guard: Starting turn.
10:10:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:10:26
SQ
-> Behaviors to pick from:
Engage.Melee (14.9862)(*), Idle (1), Defend (0), BreakFree (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0)
Engage.Melee (14.9862)(*), Idle (1), Defend (0), BreakFree (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0)
10:10:26
SQ
-> Behavior picked: Engage.Melee (14.9862)
10:10:26
SQ
* Caravan Guard: Engaging to melee range with Werewolf (visible), accepted_distance=0
10:10:26
SQ
* Caravan Guard: Reached engage destination
10:10:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0)
10:10:26
SQ
-> Behavior picked: Idle (1)
10:10:26
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
10:10:26
SQ
* ---------------------------------------------------
10:10:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:26
SQ
Turn started for Militia
10:10:26
SQ
*
10:10:26
SQ
* Militia: Starting turn.
10:10:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:26
SQ
-> Behaviors to pick from:
Engage.Melee (103.889)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Flee (0)
Engage.Melee (103.889)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Flee (0)
10:10:26
SQ
-> Behavior picked: Engage.Melee (103.889)
10:10:26
SQ
* Militia: Engaging to melee range with Werewolf (visible), accepted_distance=0
10:10:26
SQ
* Militia: Reached engage destination
10:10:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0)
10:10:26
SQ
-> Behavior picked: Idle (1)
10:10:26
SQ
* Militia: Ending Turn with 1 of 9 AP left.
10:10:26
SQ
* ---------------------------------------------------
10:10:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:26
SQ
Turn started for Militia
10:10:26
SQ
*
10:10:26
SQ
* Militia: Starting turn.
10:10:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:27
SQ
-> Behaviors to pick from:
Attack.Default (48.4224)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Default (48.4224)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:10:27
SQ
-> Behavior picked: Attack.Default (48.4224)
10:10:27
SQ
* Militia: Using Cleave against Werewolf!
10:10:27
SQ
Militia uses skill Cleave
10:10:27
SQ
-> Behaviors to pick from:
Attack.Default (48.0818)(*), Idle (1), Roam (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0)
Attack.Default (48.0818)(*), Idle (1), Roam (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0)
10:10:27
SQ
-> Behavior picked: Attack.Default (48.0818)
10:10:27
SQ
* Militia: Using Cleave against Werewolf!
10:10:27
SQ
Militia uses skill Cleave
10:10:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0)
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0)
10:10:27
SQ
-> Behavior picked: Idle (1)
10:10:27
SQ
* Militia: Ending Turn with 1 of 9 AP left.
10:10:27
SQ
* ---------------------------------------------------
10:10:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:27
SQ
Turn started for Militia
10:10:27
SQ
*
10:10:27
SQ
* Militia: Starting turn.
10:10:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:28
SQ
-> Behaviors to pick from:
Engage.Melee (42.3621)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Flee (0)
Engage.Melee (42.3621)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Flee (0)
10:10:28
SQ
-> Behavior picked: Engage.Melee (42.3621)
10:10:28
SQ
* Militia: Engaging to melee range with Werewolf (visible), accepted_distance=0
10:10:28
SQ
* Militia: Reached engage destination
10:10:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0)
10:10:28
SQ
-> Behavior picked: Idle (1)
10:10:28
SQ
* Militia: Ending Turn with 3 of 9 AP left.
10:10:28
SQ
* ---------------------------------------------------
10:10:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:10:28
SQ
Turn started for Gothart
10:10:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:10:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:32
SQ
Turn started for Militia
10:10:32
SQ
*
10:10:32
SQ
* Militia: Starting turn.
10:10:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:32
SQ
-> Behaviors to pick from:
Attack.Default (62.714)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Default (62.714)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:10:32
SQ
-> Behavior picked: Attack.Default (62.714)
10:10:32
SQ
* Militia: Using Split Man against Werewolf!
10:10:32
SQ
Militia uses skill Split Man
10:10:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
10:10:32
SQ
-> Behavior picked: Idle (1)
10:10:32
SQ
* Militia: Ending Turn with 3 of 9 AP left.
10:10:32
SQ
* ---------------------------------------------------
10:10:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:10:33
SQ
Turn started for Svein
10:10:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:10:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:10:37
SQ
Turn started for Militia
10:10:37
SQ
*
10:10:37
SQ
* Militia: Starting turn.
10:10:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:10:38
SQ
-> Behaviors to pick from:
Attack.Default (77.9624)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Default (77.9624)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:10:38
SQ
-> Behavior picked: Attack.Default (77.9624)
10:10:38
SQ
* Militia: Using Impale against Werewolf!
10:10:38
SQ
Militia uses skill Impale
10:10:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
10:10:38
SQ
-> Behavior picked: Idle (1)
10:10:38
SQ
* Militia: Ending Turn with 3 of 9 AP left.
10:10:38
SQ
* ---------------------------------------------------
10:10:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:10:38
SQ
Turn started for Alfgeir
10:10:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:10:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:10:43
SQ
Turn started for Alantyr the Swift
10:10:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:10:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:10:48
SQ
Turn started for Palaemon the Oldguard
10:10:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:10:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:10:51
SQ
Turn started for Winrich
10:10:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:10:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:10:55
SQ
Turn started for Gerhard
10:10:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:10:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:10:59
SQ
Turn started for Gunnar the Hound
10:10:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:11:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:11:03
SQ
Turn started for Bjarne
10:11:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:11:07
SQ
INFO: Next round issued: 2
10:11:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:07
SQ
Turn started for Werewolf
10:11:07
SQ
*
10:11:07
SQ
* Werewolf: Starting turn.
10:11:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:08
SQ
-> Behaviors to pick from:
Attack.Default (108.947)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
Attack.Default (108.947)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
10:11:08
SQ
-> Behavior picked: Attack.Default (108.947)
10:11:08
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:08
SQ
Werewolf uses skill Werewolf Claws
10:11:08
SQ
-> Behaviors to pick from:
Attack.Default (124.621)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
Attack.Default (124.621)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
10:11:08
SQ
-> Behavior picked: Attack.Default (124.621)
10:11:08
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:08
SQ
Werewolf uses skill Werewolf Claws
10:11:08
SQ
-> Behaviors to pick from:
Attack.Default (282.647)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.Default (282.647)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
10:11:08
SQ
-> Behavior picked: Attack.Default (282.647)
10:11:08
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:08
SQ
Werewolf uses skill Werewolf Claws
10:11:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
10:11:08
SQ
-> Behavior picked: Idle (1)
10:11:08
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:11:08
SQ
* ---------------------------------------------------
10:11:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:08
SQ
Turn started for Werewolf
10:11:08
SQ
*
10:11:08
SQ
* Werewolf: Starting turn.
10:11:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:08
SQ
-> Behaviors to pick from:
Attack.Default (115.901)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
Attack.Default (115.901)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
10:11:08
SQ
-> Behavior picked: Attack.Default (115.901)
10:11:08
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:08
SQ
Werewolf uses skill Werewolf Claws
10:11:08
SQ
-> Behaviors to pick from:
Attack.Default (359.616)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
Attack.Default (359.616)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
10:11:08
SQ
-> Behavior picked: Attack.Default (359.616)
10:11:08
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:08
SQ
Werewolf uses skill Werewolf Claws
10:11:08
SQ
-> Behaviors to pick from:
Attack.Default (367.66)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.Default (367.66)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
10:11:08
SQ
-> Behavior picked: Attack.Default (367.66)
10:11:08
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:08
SQ
Werewolf uses skill Werewolf Claws
10:11:08
SQ
Militia has died.
10:11:08
SQ
-> Behaviors to pick from:
Attack.Default (102.366)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0)
Attack.Default (102.366)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0)
10:11:08
SQ
-> Behavior picked: Attack.Default (102.366)
10:11:08
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:08
SQ
Werewolf uses skill Werewolf Claws
10:11:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Retreat (0), BreakFree (0), Howl (0), Flee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), Retreat (0), BreakFree (0), Howl (0), Flee (0), Attack.Default (0)
10:11:08
SQ
-> Behavior picked: Idle (1)
10:11:08
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:11:08
SQ
* ---------------------------------------------------
10:11:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:09
SQ
Turn started for Werewolf
10:11:09
SQ
*
10:11:09
SQ
* Werewolf: Starting turn.
10:11:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:09
SQ
-> Behaviors to pick from:
Attack.Default (108.426)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
Attack.Default (108.426)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
10:11:09
SQ
-> Behavior picked: Attack.Default (108.426)
10:11:09
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:09
SQ
Werewolf uses skill Werewolf Claws
10:11:09
SQ
-> Behaviors to pick from:
Attack.Default (116.876)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
Attack.Default (116.876)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
10:11:09
SQ
-> Behavior picked: Attack.Default (116.876)
10:11:09
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:09
SQ
Werewolf uses skill Werewolf Claws
10:11:09
SQ
-> Behaviors to pick from:
Attack.Default (276.23)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.Default (276.23)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
10:11:09
SQ
-> Behavior picked: Attack.Default (276.23)
10:11:09
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:09
SQ
Werewolf uses skill Werewolf Claws
10:11:09
SQ
Militia has died.
10:11:09
SQ
-> Behaviors to pick from:
Engage.Melee (224.25)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Howl (0), Attack.Default (0)
Engage.Melee (224.25)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Howl (0), Attack.Default (0)
10:11:09
SQ
-> Behavior picked: Engage.Melee (224.25)
10:11:09
SQ
* Werewolf: Engaging to melee range with Caravan Hand (visible), accepted_distance=0
10:11:09
SQ
* Werewolf: Reached engage destination
10:11:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Howl (0), Retreat (0), BreakFree (0), Attack.Default (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Howl (0), Retreat (0), BreakFree (0), Attack.Default (0), Flee (0), Engage.Melee (0)
10:11:09
SQ
-> Behavior picked: Idle (1)
10:11:09
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:11:09
SQ
* ---------------------------------------------------
10:11:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:09
SQ
Turn started for Werewolf
10:11:09
SQ
*
10:11:09
SQ
* Werewolf: Starting turn.
10:11:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:10
SQ
-> Behaviors to pick from:
Attack.Default (120.744)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
Attack.Default (120.744)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
10:11:10
SQ
-> Behavior picked: Attack.Default (120.744)
10:11:10
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:10
SQ
Werewolf uses skill Werewolf Claws
10:11:10
SQ
-> Behaviors to pick from:
Attack.Default (108.394)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
Attack.Default (108.394)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
10:11:10
SQ
-> Behavior picked: Attack.Default (108.394)
10:11:10
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:10
SQ
Werewolf uses skill Werewolf Claws
10:11:10
SQ
-> Behaviors to pick from:
Attack.Default (283.336)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.Default (283.336)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
10:11:10
SQ
-> Behavior picked: Attack.Default (283.336)
10:11:10
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:10
SQ
Werewolf uses skill Werewolf Claws
10:11:10
SQ
Militia has died.
10:11:10
SQ
-> Behaviors to pick from:
Attack.Default (102.317)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0)
Attack.Default (102.317)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0)
10:11:10
SQ
-> Behavior picked: Attack.Default (102.317)
10:11:10
SQ
* Werewolf: Using Werewolf Claws against Caravan Hand!
10:11:10
SQ
Werewolf uses skill Werewolf Claws
10:11:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Retreat (0), BreakFree (0), Howl (0), Flee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), Retreat (0), BreakFree (0), Howl (0), Flee (0), Attack.Default (0)
10:11:10
SQ
-> Behavior picked: Idle (1)
10:11:10
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:11:10
SQ
* ---------------------------------------------------
10:11:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:10
SQ
Turn started for Werewolf
10:11:10
SQ
*
10:11:10
SQ
* Werewolf: Starting turn.
10:11:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:10
SQ
-> Behaviors to pick from:
Engage.Melee (316.25)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
Engage.Melee (316.25)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
10:11:10
SQ
-> Behavior picked: Engage.Melee (316.25)
10:11:10
SQ
* Werewolf: Engaging to melee range with Militia (visible), accepted_distance=0
10:11:12
SQ
* Werewolf: Reached engage destination
10:11:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Howl (0), Retreat (0), BreakFree (0), Flee (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Howl (0), Retreat (0), BreakFree (0), Flee (0), Roam (0), Engage.Melee (0)
10:11:12
SQ
-> Behavior picked: Idle (1)
10:11:12
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:11:12
SQ
* ---------------------------------------------------
10:11:12
UI
ERROR: Failed to update entity. Reason: Entity id: 2336800 not found.
10:11:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:12
SQ
Turn started for Werewolf
10:11:12
SQ
*
10:11:12
SQ
* Werewolf: Starting turn.
10:11:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:12
SQ
-> Behaviors to pick from:
Attack.Default (116.016)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
Attack.Default (116.016)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
10:11:12
SQ
-> Behavior picked: Attack.Default (116.016)
10:11:12
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:12
SQ
Werewolf uses skill Werewolf Claws
10:11:12
SQ
-> Behaviors to pick from:
Attack.Default (104.316)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
Attack.Default (104.316)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
10:11:12
SQ
-> Behavior picked: Attack.Default (104.316)
10:11:12
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:12
SQ
Werewolf uses skill Werewolf Claws
10:11:12
SQ
-> Behaviors to pick from:
Attack.Default (118.941)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.Default (118.941)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
10:11:12
SQ
-> Behavior picked: Attack.Default (118.941)
10:11:12
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:12
SQ
Werewolf uses skill Werewolf Claws
10:11:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
10:11:12
SQ
-> Behavior picked: Idle (1)
10:11:12
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:11:12
SQ
* ---------------------------------------------------
10:11:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:12
SQ
Turn started for Werewolf
10:11:12
SQ
*
10:11:12
SQ
* Werewolf: Starting turn.
10:11:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:13
SQ
-> Behaviors to pick from:
Attack.Default (113.091)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
Attack.Default (113.091)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
10:11:13
SQ
-> Behavior picked: Attack.Default (113.091)
10:11:13
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:13
SQ
Werewolf uses skill Werewolf Claws
10:11:13
SQ
-> Behaviors to pick from:
Attack.Default (105.24)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
Attack.Default (105.24)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
10:11:13
SQ
-> Behavior picked: Attack.Default (105.24)
10:11:13
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:13
SQ
Werewolf uses skill Werewolf Claws
10:11:13
SQ
-> Behaviors to pick from:
Attack.Default (126.365)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.Default (126.365)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
10:11:13
SQ
-> Behavior picked: Attack.Default (126.365)
10:11:13
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:11:13
SQ
Werewolf uses skill Werewolf Claws
10:11:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
10:11:13
SQ
-> Behavior picked: Idle (1)
10:11:13
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:11:13
SQ
* ---------------------------------------------------
10:11:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:13
SQ
Turn started for Werewolf
10:11:13
SQ
*
10:11:13
SQ
* Werewolf: Starting turn.
10:11:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:13
SQ
-> Behaviors to pick from:
Engage.Melee (447.222)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
Engage.Melee (447.222)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
10:11:13
SQ
-> Behavior picked: Engage.Melee (447.222)
10:11:13
SQ
* Werewolf: Engaging to melee range with Militia Veteran (visible), accepted_distance=0
10:11:13
SQ
* Werewolf: Reached engage destination
10:11:13
SQ
-> Behaviors to pick from:
Attack.Default (119.055)(*), Engage.Melee (25), Idle (1), Retreat (0), BreakFree (0), Howl (0), Flee (0), Roam (0)
Attack.Default (119.055)(*), Engage.Melee (25), Idle (1), Retreat (0), BreakFree (0), Howl (0), Flee (0), Roam (0)
10:11:13
SQ
-> Behavior picked: Attack.Default (119.055)
10:11:13
SQ
* Werewolf: Using Werewolf Claws against Militia Veteran!
10:11:13
SQ
Werewolf uses skill Werewolf Claws
10:11:14
SQ
-> Behaviors to pick from:
Attack.Default (108.491)(*), Idle (1), BreakFree (0), Howl (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0)
Attack.Default (108.491)(*), Idle (1), BreakFree (0), Howl (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0)
10:11:14
SQ
-> Behavior picked: Attack.Default (108.491)
10:11:14
SQ
* Werewolf: Using Werewolf Claws against Militia Veteran!
10:11:14
SQ
Werewolf uses skill Werewolf Claws
10:11:14
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), Flee (0), Roam (0), Engage.Melee (0), Howl (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Retreat (0), Flee (0), Roam (0), Engage.Melee (0), Howl (0), Attack.Default (0)
10:11:14
SQ
-> Behavior picked: Idle (1)
10:11:14
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:11:14
SQ
* ---------------------------------------------------
10:11:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:11:14
SQ
Turn started for Werewolf
10:11:14
SQ
*
10:11:14
SQ
* Werewolf: Starting turn.
10:11:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:11:14
SQ
-> Behaviors to pick from:
Engage.Melee (240.455)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
Engage.Melee (240.455)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
10:11:14
SQ
-> Behavior picked: Engage.Melee (240.455)
10:11:14
SQ
* Werewolf: Engaging to melee range with Militia (visible), accepted_distance=0
10:11:14
SQ
Skill [Hidden] removed from [Werewolf].
10:11:14
SQ
* Werewolf: Reached engage destination
10:11:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Howl (0), Retreat (0), BreakFree (0), Flee (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Howl (0), Retreat (0), BreakFree (0), Flee (0), Roam (0), Engage.Melee (0)
10:11:14
SQ
-> Behavior picked: Idle (1)
10:11:14
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:11:14
SQ
* ---------------------------------------------------
10:11:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:11:15
SQ
Turn started for Ragnar the Blade
10:11:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:11:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:11:22
SQ
Turn started for Torleif
10:11:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:11:25
SQ
Skill [Hidden] removed from [Torleif].
10:11:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Hand - Locked: true)
10:11:28
SQ
Turn started for Caravan Hand
10:11:28
SQ
*
10:11:28
SQ
* Caravan Hand: Starting turn.
10:11:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Hand)
10:11:29
SQ
-> Behaviors to pick from:
Attack.Default (54.2463)(*), Attack.KnockOut (18.3787)(*), Idle (1), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Spearwall (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Roam (0), Defend (0)
Attack.Default (54.2463)(*), Attack.KnockOut (18.3787)(*), Idle (1), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Spearwall (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Roam (0), Defend (0)
10:11:29
SQ
-> Behavior picked: Attack.Default (54.2463)
10:11:29
SQ
* Caravan Hand: Using Bash against Werewolf!
10:11:29
SQ
Caravan Hand uses skill Bash
10:11:29
SQ
-> Behaviors to pick from:
Attack.Default (58.4115)(*), Attack.KnockOut (17.75)(*), Idle (1), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Flee (0), Roam (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0)
Attack.Default (58.4115)(*), Attack.KnockOut (17.75)(*), Idle (1), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Flee (0), Roam (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0)
10:11:29
SQ
-> Behavior picked: Attack.Default (58.4115)
10:11:29
SQ
* Caravan Hand: Using Bash against Werewolf!
10:11:29
SQ
Caravan Hand uses skill Bash
10:11:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), BreakFree (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), BreakFree (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), Defend (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0)
10:11:29
SQ
-> Behavior picked: Idle (1)
10:11:29
SQ
* Caravan Hand: Ending Turn with 1 of 9 AP left.
10:11:29
SQ
* ---------------------------------------------------
10:11:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:11:29
SQ
Turn started for Militia
10:11:29
SQ
*
10:11:29
SQ
* Militia: Starting turn.
10:11:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:11:29
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Defend (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Retreat (0)
SwitchTo.Melee (100)(*), Idle (1), Defend (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Retreat (0)
10:11:29
SQ
-> Behavior picked: SwitchTo.Melee (100)
10:11:30
SQ
* Militia: Switching to melee weapon!
10:11:30
SQ
-> Behaviors to pick from:
Attack.Default (41.4851)(*), Idle (1), Engage.Melee (0), Roam (0), Defend (0), Engage.Ranged (0), Retreat (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0)
Attack.Default (41.4851)(*), Idle (1), Engage.Melee (0), Roam (0), Defend (0), Engage.Ranged (0), Retreat (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0)
10:11:30
SQ
-> Behavior picked: Attack.Default (41.4851)
10:11:30
SQ
* Militia: Using Stab against Werewolf!
10:11:30
SQ
Militia uses skill Stab
10:11:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Retreat (0), Defend (0), Engage.Ranged (0), Reload (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Retreat (0), Defend (0), Engage.Ranged (0), Reload (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
10:11:30
SQ
-> Behavior picked: Idle (1)
10:11:30
SQ
* Militia: Ending Turn with 1 of 9 AP left.
10:11:30
SQ
* ---------------------------------------------------
10:11:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:11:31
SQ
Turn started for Militia
10:11:31
SQ
*
10:11:31
SQ
* Militia: Starting turn.
10:11:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:11:31
SQ
-> Behaviors to pick from:
Attack.Bow (56.9058)(*), Idle (1), Engage.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Attack.Puncture (0), Defend (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Engage.Ranged (0), Retreat (0)
Attack.Bow (56.9058)(*), Idle (1), Engage.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Attack.Puncture (0), Defend (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Engage.Ranged (0), Retreat (0)
10:11:31
SQ
-> Behavior picked: Attack.Bow (56.9058)
10:11:31
SQ
* Militia: Using Quick Shot against Werewolf!
10:11:31
SQ
Militia uses skill Quick Shot
10:11:31
SQ
-> Behaviors to pick from:
Attack.Bow (26.6454)(*), Idle (1), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Engage.Ranged (0), Retreat (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Defend (0), Attack.Default (0)
Attack.Bow (26.6454)(*), Idle (1), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Engage.Ranged (0), Retreat (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Defend (0), Attack.Default (0)
10:11:31
SQ
-> Behavior picked: Attack.Bow (26.6454)
10:11:31
SQ
* Militia: Using Quick Shot against Werewolf!
10:11:31
SQ
Militia uses skill Quick Shot
10:11:31
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Engage.Ranged (0), Flee (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Engage.Ranged (0), Flee (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Attack.Bow (0)
10:11:31
SQ
-> Behavior picked: Idle (1)
10:11:31
SQ
* Militia: Ending Turn with 1 of 9 AP left.
10:11:31
SQ
* ---------------------------------------------------
10:11:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:11:32
SQ
Turn started for Thorismund Balduric
10:11:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:11:35
SQ
Skill [Hidden] removed from [Thorismund Balduric].
10:11:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:11:46
SQ
Turn started for Svein
10:11:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:11:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:11:53
SQ
Turn started for Militia
10:11:53
SQ
*
10:11:53
SQ
* Militia: Starting turn.
10:11:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:11:53
SQ
-> Behaviors to pick from:
Attack.Default (53.3518)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Swing (0)
Attack.Default (53.3518)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Swing (0)
10:11:53
SQ
-> Behavior picked: Attack.Default (53.3518)
10:11:53
SQ
* Militia: Using Chop against Werewolf!
10:11:53
SQ
Militia uses skill Chop
10:11:53
SQ
-> Behaviors to pick from:
Attack.Default (52.9765)(*), Idle (1), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend (0), Roam (0), Retreat (0), Attack.Split (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Defend.Spearwall (0)
Attack.Default (52.9765)(*), Idle (1), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend (0), Roam (0), Retreat (0), Attack.Split (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Defend.Spearwall (0)
10:11:53
SQ
-> Behavior picked: Attack.Default (52.9765)
10:11:54
SQ
* Militia: Using Chop against Werewolf!
10:11:54
SQ
Militia uses skill Chop
10:11:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Split (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend (0), Roam (0), Retreat (0), Attack.CrushArmor (0), Defend.Knockback (0), Engage.Melee (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Split (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend (0), Roam (0), Retreat (0), Attack.CrushArmor (0), Defend.Knockback (0), Engage.Melee (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Default (0)
10:11:54
SQ
-> Behavior picked: Idle (1)
10:11:54
SQ
* Militia: Ending Turn with 1 of 9 AP left.
10:11:54
SQ
* ---------------------------------------------------
10:11:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia Veteran - Locked: true)
10:11:55
SQ
Turn started for Militia Veteran
10:11:55
SQ
*
10:11:55
SQ
* Militia Veteran: Starting turn.
10:11:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia Veteran)
10:11:55
SQ
-> Behaviors to pick from:
Attack.Default (80.739)(*), Idle (1), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Roam (0)
Attack.Default (80.739)(*), Idle (1), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Roam (0)
10:11:55
SQ
-> Behavior picked: Attack.Default (80.739)
10:11:56
SQ
* Militia Veteran: Using Thrust against Werewolf!
10:11:56
SQ
Militia Veteran uses skill Thrust
10:11:56
SQ
-> Behaviors to pick from:
Attack.Default (80.533)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Swing (0), Roam (0), Defend (0)
Attack.Default (80.533)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Swing (0), Roam (0), Defend (0)
10:11:56
SQ
-> Behavior picked: Attack.Default (80.533)
10:11:56
SQ
* Militia Veteran: Using Thrust against Werewolf!
10:11:56
SQ
Militia Veteran uses skill Thrust
10:11:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Retreat (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Defend (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), Retreat (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Defend (0), Attack.Default (0)
10:11:56
SQ
-> Behavior picked: Idle (1)
10:11:57
SQ
* Militia Veteran: Ending Turn with 1 of 9 AP left.
10:11:57
SQ
* ---------------------------------------------------
10:11:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:11:57
SQ
Turn started for Caravan Guard
10:11:57
SQ
*
10:11:57
SQ
* Caravan Guard: Starting turn.
10:11:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:11:57
SQ
-> Behaviors to pick from:
Defend.Shieldwall (332.198)(*), Attack.Default (86.7657)(*), Idle (1), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Spearwall (0), Flee (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Roam (0), Defend (0)
Defend.Shieldwall (332.198)(*), Attack.Default (86.7657)(*), Idle (1), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Spearwall (0), Flee (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Roam (0), Defend (0)
10:11:57
SQ
-> Behavior picked: Defend.Shieldwall (332.198)
10:11:57
SQ
* Caravan Guard: Using Shieldwall!
10:11:57
SQ
Caravan Guard uses skill Shieldwall
10:11:58
SQ
-> Behaviors to pick from:
Attack.Default (85.9739)(*), Idle (1), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Shieldwall (0)
Attack.Default (85.9739)(*), Idle (1), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Shieldwall (0)
10:11:58
SQ
-> Behavior picked: Attack.Default (85.9739)
10:11:58
SQ
* Caravan Guard: Using Chop against Werewolf!
10:11:58
SQ
Caravan Guard uses skill Chop
10:11:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Roam (0), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Roam (0), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Default (0)
10:11:58
SQ
-> Behavior picked: Idle (1)
10:11:58
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
10:11:58
SQ
* ---------------------------------------------------
10:11:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:11:58
SQ
Turn started for Gothart
10:11:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:12:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:12:03
SQ
Turn started for Militia
10:12:03
SQ
*
10:12:03
SQ
* Militia: Starting turn.
10:12:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:12:03
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Decapitate (0), Retreat (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Swing (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Flee (9000)(*), Idle (1), Attack.Decapitate (0), Retreat (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Swing (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Engage.Melee (0)
10:12:03
SQ
-> Behavior picked: Flee (9000)
10:12:03
SQ
* Militia: Fleeing.
10:12:03
SQ
Militia has died.
10:12:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:12:04
SQ
Turn started for Militia
10:12:04
SQ
*
10:12:04
SQ
* Militia: Starting turn.
10:12:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:12:04
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Decapitate (0), Retreat (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Swing (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Flee (9000)(*), Idle (1), Attack.Decapitate (0), Retreat (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Swing (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Engage.Melee (0)
10:12:04
SQ
-> Behavior picked: Flee (9000)
10:12:04
SQ
* Militia: Fleeing.
10:12:04
SQ
Militia has died.
10:12:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:12:04
SQ
Turn started for Alfgeir
10:12:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:12:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:12:09
SQ
Turn started for Gerhard
10:12:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:12:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:12:14
SQ
Turn started for Militia
10:12:14
SQ
*
10:12:14
SQ
* Militia: Starting turn.
10:12:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:12:15
SQ
-> Behaviors to pick from:
Attack.Default (45.4118)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Defend (0), Engage.Melee (0), Roam (0)
Attack.Default (45.4118)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Defend (0), Engage.Melee (0), Roam (0)
10:12:15
SQ
-> Behavior picked: Attack.Default (45.4118)
10:12:15
SQ
* Militia: Using Cleave against Werewolf!
10:12:15
SQ
Militia uses skill Cleave
10:12:15
SQ
-> Behaviors to pick from:
Attack.Default (44.9847)(*), Idle (1), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Ranged (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Defend (0), Engage.Melee (0), Roam (0), Attack.SplitShield (0)
Attack.Default (44.9847)(*), Idle (1), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Ranged (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), Defend (0), Engage.Melee (0), Roam (0), Attack.SplitShield (0)
10:12:15
SQ
-> Behavior picked: Attack.Default (44.9847)
10:12:16
SQ
* Militia: Using Cleave against Werewolf!
10:12:16
SQ
Militia uses skill Cleave
10:12:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.Split (0), Flee (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0), Roam (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.Split (0), Flee (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0), Roam (0), Attack.SplitShield (0), Attack.Default (0)
10:12:16
SQ
-> Behavior picked: Idle (1)
10:12:16
SQ
* Militia: Ending Turn with 1 of 9 AP left.
10:12:16
SQ
* ---------------------------------------------------
10:12:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:12:17
SQ
Turn started for Alantyr the Swift
10:12:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:12:30
UI
equip item: 52784541
10:12:33
SQ
[Alantyr the Swift] executes skill [Impale] on target [Werewolf]
10:12:33
SQ
Alantyr the Swift uses skill Impale
10:12:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:12:33
SQ
Turn started for Winrich
10:12:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:12:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:12:37
SQ
Turn started for Palaemon the Oldguard
10:12:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:12:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:12:41
SQ
Turn started for Gunnar the Hound
10:12:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:12:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:12:46
SQ
Turn started for Bjarne
10:12:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:12:51
SQ
INFO: Next round issued: 3
10:12:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:12:52
SQ
Turn started for Werewolf
10:12:52
SQ
*
10:12:52
SQ
* Werewolf: Starting turn.
10:12:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:12:52
SQ
-> Behaviors to pick from:
Attack.Default (64.3039)(*), Engage.Melee (34.375)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Roam (0), Retreat (0)
Attack.Default (64.3039)(*), Engage.Melee (34.375)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Roam (0), Retreat (0)
10:12:52
SQ
-> Behavior picked: Engage.Melee (34.375)
10:12:52
SQ
* Werewolf: Engaging to melee range with Militia (visible), accepted_distance=0
10:12:52
SQ
* Werewolf: Reached engage destination
10:12:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Flee (0), BreakFree (0), Engage.Melee (0), Roam (0), Retreat (0), Attack.Default (0)
Idle (1)(*), Howl (0), Flee (0), BreakFree (0), Engage.Melee (0), Roam (0), Retreat (0), Attack.Default (0)
10:12:52
SQ
-> Behavior picked: Idle (1)
10:12:52
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:12:52
SQ
* ---------------------------------------------------
10:12:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:12:52
SQ
Turn started for Werewolf
10:12:52
SQ
*
10:12:52
SQ
* Werewolf: Starting turn.
10:12:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:12:53
SQ
-> Behaviors to pick from:
Attack.Default (101.015)(*), Idle (1), Flee (0), Engage.Melee (0), BreakFree (0), Howl (0), Roam (0), Retreat (0)
Attack.Default (101.015)(*), Idle (1), Flee (0), Engage.Melee (0), BreakFree (0), Howl (0), Roam (0), Retreat (0)
10:12:53
SQ
-> Behavior picked: Attack.Default (101.015)
10:12:53
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:12:53
SQ
Werewolf uses skill Werewolf Claws
10:12:53
SQ
-> Behaviors to pick from:
Attack.Default (310.193)(*), Idle (1), BreakFree (0), Howl (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0)
Attack.Default (310.193)(*), Idle (1), BreakFree (0), Howl (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0)
10:12:53
SQ
-> Behavior picked: Attack.Default (310.193)
10:12:53
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:12:53
SQ
Werewolf uses skill Werewolf Claws
10:12:53
SQ
Militia has died.
10:12:53
SQ
-> Behaviors to pick from:
Engage.Melee (500)(*), Idle (1), Flee (0), Roam (0), BreakFree (0), Retreat (0), Howl (0), Attack.Default (0)
Engage.Melee (500)(*), Idle (1), Flee (0), Roam (0), BreakFree (0), Retreat (0), Howl (0), Attack.Default (0)
10:12:53
SQ
-> Behavior picked: Engage.Melee (500)
10:12:53
SQ
* Werewolf: Engaging to melee range with Militia Veteran (visible), accepted_distance=0
10:12:53
SQ
* Werewolf: Reached engage destination
10:12:53
SQ
-> Behaviors to pick from:
Attack.Default (114.991)(*), Idle (1), BreakFree (0), Retreat (0), Flee (0), Howl (0), Roam (0), Engage.Melee (0)
Attack.Default (114.991)(*), Idle (1), BreakFree (0), Retreat (0), Flee (0), Howl (0), Roam (0), Engage.Melee (0)
10:12:53
SQ
-> Behavior picked: Attack.Default (114.991)
10:12:53
SQ
* Werewolf: Using Werewolf Claws against Militia Veteran!
10:12:53
SQ
Werewolf uses skill Werewolf Claws
10:12:53
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Flee (0), Howl (0), Engage.Melee (0), Retreat (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Flee (0), Howl (0), Engage.Melee (0), Retreat (0), Attack.Default (0)
10:12:53
SQ
-> Behavior picked: Idle (1)
10:12:53
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:12:53
SQ
* ---------------------------------------------------
10:12:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:12:54
SQ
Turn started for Werewolf
10:12:54
SQ
*
10:12:54
SQ
* Werewolf: Starting turn.
10:12:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:12:54
SQ
-> Behaviors to pick from:
Attack.Default (121.93)(*), Idle (1), BreakFree (0), Flee (0), Howl (0), Roam (0), Engage.Melee (0), Retreat (0)
Attack.Default (121.93)(*), Idle (1), BreakFree (0), Flee (0), Howl (0), Roam (0), Engage.Melee (0), Retreat (0)
10:12:54
SQ
-> Behavior picked: Attack.Default (121.93)
10:12:55
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:12:55
SQ
Werewolf uses skill Werewolf Claws
10:12:55
SQ
-> Behaviors to pick from:
Attack.Default (95.6053)(*), Idle (1), Howl (0), Roam (0), BreakFree (0), Engage.Melee (0), Retreat (0), Flee (0)
Attack.Default (95.6053)(*), Idle (1), Howl (0), Roam (0), BreakFree (0), Engage.Melee (0), Retreat (0), Flee (0)
10:12:55
SQ
-> Behavior picked: Attack.Default (95.6053)
10:12:56
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:12:56
SQ
Werewolf uses skill Werewolf Claws
10:12:56
SQ
Militia has died.
10:12:56
SQ
-> Behaviors to pick from:
Attack.Default (63.6431)(*), Idle (1), BreakFree (0), Engage.Melee (0), Howl (0), Retreat (0), Flee (0), Roam (0)
Attack.Default (63.6431)(*), Idle (1), BreakFree (0), Engage.Melee (0), Howl (0), Retreat (0), Flee (0), Roam (0)
10:12:56
SQ
-> Behavior picked: Attack.Default (63.6431)
10:12:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: false)
10:12:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:12:56
SQ
* Werewolf: Using Werewolf Claws against Svein!
10:12:56
SQ
Werewolf uses skill Werewolf Claws
10:12:56
SQ
-> Behaviors to pick from:
Attack.Default (45.4431)(*), Idle (1), Howl (0), Retreat (0), BreakFree (0), Flee (0), Roam (0), Engage.Melee (0)
Attack.Default (45.4431)(*), Idle (1), Howl (0), Retreat (0), BreakFree (0), Flee (0), Roam (0), Engage.Melee (0)
10:12:56
SQ
-> Behavior picked: Attack.Default (45.4431)
10:12:57
SQ
* Werewolf: Using Werewolf Claws against Svein!
10:12:57
SQ
Werewolf uses skill Werewolf Claws
10:12:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Roam (0), BreakFree (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0)
Idle (1)(*), Howl (0), Roam (0), BreakFree (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0)
10:12:57
SQ
-> Behavior picked: Idle (1)
10:12:58
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:12:58
SQ
* ---------------------------------------------------
10:12:58
SQ
Skill [Bleeding] removed from [Werewolf].
10:12:58
UI
ERROR: Failed to update entity. Reason: Entity id: 2336800 not found.
10:12:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:12:58
SQ
Turn started for Werewolf
10:12:58
SQ
*
10:12:58
SQ
* Werewolf: Starting turn.
10:12:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:12:59
SQ
-> Behaviors to pick from:
Attack.Default (130.591)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
Attack.Default (130.591)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
10:12:59
SQ
-> Behavior picked: Attack.Default (130.591)
10:12:59
SQ
* Werewolf: Using Werewolf Claws against Militia Veteran!
10:12:59
SQ
Werewolf uses skill Werewolf Claws
10:12:59
SQ
-> Behaviors to pick from:
Attack.Default (330.169)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.Default (330.169)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
10:12:59
SQ
-> Behavior picked: Attack.Default (330.169)
10:13:00
SQ
* Werewolf: Using Werewolf Claws against Militia Veteran!
10:13:00
SQ
Werewolf uses skill Werewolf Claws
10:13:00
SQ
Militia Veteran has died.
10:13:00
SQ
-> Behaviors to pick from:
Engage.Melee (330)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Howl (0), Attack.Default (0)
Engage.Melee (330)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Howl (0), Attack.Default (0)
10:13:00
SQ
-> Behavior picked: Engage.Melee (330)
10:13:01
SQ
* Werewolf: Engaging to melee range with Caravan (visible), accepted_distance=0
10:13:02
SQ
* Werewolf: Reached engage destination
10:13:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Howl (0), Retreat (0), BreakFree (0), Attack.Default (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Howl (0), Retreat (0), BreakFree (0), Attack.Default (0), Flee (0), Engage.Melee (0)
10:13:03
SQ
-> Behavior picked: Idle (1)
10:13:03
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:13:03
SQ
* ---------------------------------------------------
10:13:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:13:04
SQ
Turn started for Werewolf
10:13:04
SQ
*
10:13:04
SQ
* Werewolf: Starting turn.
10:13:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:13:04
SQ
-> Behaviors to pick from:
Attack.Default (257.212)(*), Idle (1), BreakFree (0), Howl (0), Flee (0), Engage.Melee (0), Retreat (0), Roam (0)
Attack.Default (257.212)(*), Idle (1), BreakFree (0), Howl (0), Flee (0), Engage.Melee (0), Retreat (0), Roam (0)
10:13:04
SQ
-> Behavior picked: Attack.Default (257.212)
10:13:04
SQ
* Werewolf: Using Werewolf Claws against Caravan Hand!
10:13:04
SQ
Werewolf uses skill Werewolf Claws
10:13:04
SQ
-> Behaviors to pick from:
Attack.Default (245.146)(*), Idle (1), Flee (0), Engage.Melee (0), BreakFree (0), Retreat (0), Roam (0), Howl (0)
Attack.Default (245.146)(*), Idle (1), Flee (0), Engage.Melee (0), BreakFree (0), Retreat (0), Roam (0), Howl (0)
10:13:04
SQ
-> Behavior picked: Attack.Default (245.146)
10:13:04
SQ
* Werewolf: Using Werewolf Claws against Caravan Hand!
10:13:04
SQ
Werewolf uses skill Werewolf Claws
10:13:04
SQ
-> Behaviors to pick from:
Attack.Default (270.932)(*), Idle (1), BreakFree (0), Retreat (0), Flee (0), Roam (0), Howl (0), Engage.Melee (0)
Attack.Default (270.932)(*), Idle (1), BreakFree (0), Retreat (0), Flee (0), Roam (0), Howl (0), Engage.Melee (0)
10:13:04
SQ
-> Behavior picked: Attack.Default (270.932)
10:13:04
SQ
* Werewolf: Using Werewolf Claws against Caravan Hand!
10:13:04
SQ
Werewolf uses skill Werewolf Claws
10:13:04
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Default (0)
10:13:04
SQ
-> Behavior picked: Idle (1)
10:13:04
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:13:04
SQ
* ---------------------------------------------------
10:13:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:13:05
SQ
Turn started for Werewolf
10:13:05
SQ
*
10:13:05
SQ
* Werewolf: Starting turn.
10:13:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:13:05
SQ
-> Behaviors to pick from:
Attack.Default (108.541)(*), Idle (1), BreakFree (0), Howl (0), Engage.Melee (0), Flee (0), Retreat (0), Roam (0)
Attack.Default (108.541)(*), Idle (1), BreakFree (0), Howl (0), Engage.Melee (0), Flee (0), Retreat (0), Roam (0)
10:13:05
SQ
-> Behavior picked: Attack.Default (108.541)
10:13:05
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:13:05
SQ
Werewolf uses skill Werewolf Claws
10:13:05
SQ
-> Behaviors to pick from:
Attack.Default (102.041)(*), Idle (1), Engage.Melee (0), Flee (0), BreakFree (0), Retreat (0), Roam (0), Howl (0)
Attack.Default (102.041)(*), Idle (1), Engage.Melee (0), Flee (0), BreakFree (0), Retreat (0), Roam (0), Howl (0)
10:13:05
SQ
-> Behavior picked: Attack.Default (102.041)
10:13:06
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:13:06
SQ
Werewolf uses skill Werewolf Claws
10:13:06
SQ
-> Behaviors to pick from:
Attack.Default (119.005)(*), Idle (1), BreakFree (0), Retreat (0), Engage.Melee (0), Roam (0), Howl (0), Flee (0)
Attack.Default (119.005)(*), Idle (1), BreakFree (0), Retreat (0), Engage.Melee (0), Roam (0), Howl (0), Flee (0)
10:13:06
SQ
-> Behavior picked: Attack.Default (119.005)
10:13:07
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:13:07
SQ
Werewolf uses skill Werewolf Claws
10:13:07
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Howl (0), Engage.Melee (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Howl (0), Engage.Melee (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
10:13:07
SQ
-> Behavior picked: Idle (1)
10:13:08
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:13:08
SQ
* ---------------------------------------------------
10:13:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:13:08
SQ
Turn started for Werewolf
10:13:08
SQ
*
10:13:08
SQ
* Werewolf: Starting turn.
10:13:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:13:08
SQ
-> Behaviors to pick from:
Attack.Default (330.122)(*), Idle (1), BreakFree (0), Flee (0), Howl (0), Roam (0), Engage.Melee (0), Retreat (0)
Attack.Default (330.122)(*), Idle (1), BreakFree (0), Flee (0), Howl (0), Roam (0), Engage.Melee (0), Retreat (0)
10:13:08
SQ
-> Behavior picked: Attack.Default (330.122)
10:13:08
SQ
* Werewolf: Using Werewolf Claws against Militia!
10:13:08
SQ
Werewolf uses skill Werewolf Claws
10:13:08
SQ
Militia has died.
10:13:08
SQ
-> Behaviors to pick from:
Engage.Melee (265.5)(*), Idle (1), Howl (0), Roam (0), BreakFree (0), Retreat (0), Flee (0), Attack.Default (0)
Engage.Melee (265.5)(*), Idle (1), Howl (0), Roam (0), BreakFree (0), Retreat (0), Flee (0), Attack.Default (0)
10:13:08
SQ
-> Behavior picked: Engage.Melee (265.5)
10:13:09
SQ
* Werewolf: Engaging to melee range with Gothart (visible), accepted_distance=0
10:13:09
SQ
Skill [Hidden] removed from [Werewolf].
10:13:10
SQ
* Werewolf: Reached engage destination
10:13:10
SQ
-> Behaviors to pick from:
Attack.Default (91.9495)(*), Idle (1), BreakFree (0), Retreat (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0)
Attack.Default (91.9495)(*), Idle (1), BreakFree (0), Retreat (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0)
10:13:10
SQ
-> Behavior picked: Attack.Default (91.9495)
10:13:11
SQ
* Werewolf: Using Werewolf Claws against Gothart!
10:13:11
SQ
Werewolf uses skill Werewolf Claws
10:13:11
SQ
-> Behaviors to pick from:
Attack.Default (77.3748)(*), Idle (1), Howl (0), Flee (0), BreakFree (0), Roam (0), Engage.Melee (0), Retreat (0)
Attack.Default (77.3748)(*), Idle (1), Howl (0), Flee (0), BreakFree (0), Roam (0), Engage.Melee (0), Retreat (0)
10:13:11
SQ
-> Behavior picked: Attack.Default (77.3748)
10:13:12
SQ
* Werewolf: Using Werewolf Claws against Gothart!
10:13:12
SQ
Werewolf uses skill Werewolf Claws
10:13:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Engage.Melee (0), BreakFree (0), Roam (0), Retreat (0), Flee (0), Attack.Default (0)
Idle (1)(*), Howl (0), Engage.Melee (0), BreakFree (0), Roam (0), Retreat (0), Flee (0), Attack.Default (0)
10:13:12
SQ
-> Behavior picked: Idle (1)
10:13:12
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:13:12
SQ
* ---------------------------------------------------
10:13:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:13:13
SQ
Turn started for Werewolf
10:13:13
SQ
*
10:13:13
SQ
* Werewolf: Starting turn.
10:13:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:13:13
SQ
-> Behaviors to pick from:
Engage.Melee (201.667)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Roam (0), Retreat (0)
Engage.Melee (201.667)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Roam (0), Retreat (0)
10:13:13
SQ
-> Behavior picked: Engage.Melee (201.667)
10:13:13
SQ
* Werewolf: Engaging to melee range with Caravan (visible), accepted_distance=0
10:13:15
SQ
* Werewolf: Reached engage destination
10:13:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Roam (0), Howl (0), Attack.Default (0), Retreat (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Roam (0), Howl (0), Attack.Default (0), Retreat (0), BreakFree (0), Engage.Melee (0)
10:13:15
SQ
-> Behavior picked: Idle (1)
10:13:15
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:13:15
SQ
* ---------------------------------------------------
10:13:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:13:16
SQ
Turn started for Ragnar the Blade
10:13:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:13:20
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Werewolf]
10:13:20
SQ
Ragnar the Blade uses skill Quick Shot
10:13:22
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Werewolf]
10:13:22
SQ
Ragnar the Blade uses skill Quick Shot
10:13:23
SQ
Werewolf has died.
10:13:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:13:23
SQ
Turn started for Torleif
10:13:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:13:27
SQ
Skill [Hidden] removed from [Torleif].
10:13:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:13:28
SQ
Turn started for Werewolf
10:13:28
SQ
*
10:13:28
SQ
* Werewolf: Starting turn.
10:13:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:13:29
SQ
-> Behaviors to pick from:
Attack.Default (264.229)(*), Engage.Melee (11), Idle (1), BreakFree (0), Howl (0), Flee (0), Retreat (0), Roam (0)
Attack.Default (264.229)(*), Engage.Melee (11), Idle (1), BreakFree (0), Howl (0), Flee (0), Retreat (0), Roam (0)
10:13:29
SQ
-> Behavior picked: Attack.Default (264.229)
10:13:29
SQ
* Werewolf: Using Werewolf Claws against Caravan Hand!
10:13:29
SQ
Werewolf uses skill Werewolf Claws
10:13:29
SQ
Caravan Hand has died.
10:13:29
SQ
-> Behaviors to pick from:
Attack.Default (83.8039)(*), Engage.Melee (11), Idle (1), Howl (0), Flee (0), Retreat (0), Roam (0), BreakFree (0)
Attack.Default (83.8039)(*), Engage.Melee (11), Idle (1), Howl (0), Flee (0), Retreat (0), Roam (0), BreakFree (0)
10:13:29
SQ
-> Behavior picked: Attack.Default (83.8039)
10:13:29
SQ
* Werewolf: Using Werewolf Claws against Caravan Guard!
10:13:29
SQ
Werewolf uses skill Werewolf Claws
10:13:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: false)
10:13:29
SQ
-> Behaviors to pick from:
Attack.Default (65.9289)(*), Engage.Melee (11), Idle (1), Flee (0), Retreat (0), Roam (0), BreakFree (0), Howl (0)
Attack.Default (65.9289)(*), Engage.Melee (11), Idle (1), Flee (0), Retreat (0), Roam (0), BreakFree (0), Howl (0)
10:13:29
SQ
-> Behavior picked: Attack.Default (65.9289)
10:13:29
SQ
* Werewolf: Using Werewolf Claws against Caravan Guard!
10:13:29
SQ
Werewolf uses skill Werewolf Claws
10:13:29
SQ
-> Behaviors to pick from:
Attack.Default (80.5539)(*), Idle (1), Retreat (0), Roam (0), BreakFree (0), Howl (0), Flee (0), Engage.Melee (0)
Attack.Default (80.5539)(*), Idle (1), Retreat (0), Roam (0), BreakFree (0), Howl (0), Flee (0), Engage.Melee (0)
10:13:29
SQ
-> Behavior picked: Attack.Default (80.5539)
10:13:29
SQ
* Werewolf: Using Werewolf Claws against Caravan Guard!
10:13:29
SQ
Werewolf uses skill Werewolf Claws
10:13:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Flee (0), BreakFree (0), Howl (0), Engage.Melee (0), Roam (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Flee (0), BreakFree (0), Howl (0), Engage.Melee (0), Roam (0), Attack.Default (0)
10:13:29
SQ
-> Behavior picked: Idle (1)
10:13:29
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:13:29
SQ
* ---------------------------------------------------
10:13:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:13:29
SQ
Turn started for Svein
10:13:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:13:32
SQ
[Svein] executes skill [Thrust] on target [Werewolf]
10:13:32
SQ
Svein uses skill Thrust
10:13:32
SQ
Werewolf has died.
10:13:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:13:34
SQ
Turn started for Thorismund Balduric
10:13:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:13:42
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Werewolf]
10:13:42
SQ
Thorismund Balduric uses skill Shoot Bolt
10:13:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:13:45
SQ
Turn started for Gothart
10:13:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:13:51
UI
equip item: 50563462
10:13:53
SQ
[Gothart] executes skill [Rupture] on target [Werewolf]
10:13:53
SQ
Gothart uses skill Rupture
10:13:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Militia - Locked: true)
10:13:54
SQ
Turn started for Militia
10:13:54
SQ
*
10:13:54
SQ
* Militia: Starting turn.
10:13:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Militia)
10:13:54
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Engage.Ranged (0), Defend (0), Retreat (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Ranged (0)
Flee (9000)(*), Idle (1), Engage.Ranged (0), Defend (0), Retreat (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Ranged (0)
10:13:54
SQ
-> Behavior picked: Flee (9000)
10:13:54
SQ
* Militia: Fleeing.
10:13:54
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Retreat (0), Reload (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Melee (0), BreakFree (0), Defend (0)
Flee (9000)(*), Idle (1), Retreat (0), Reload (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Melee (0), BreakFree (0), Defend (0)
10:13:54
SQ
-> Behavior picked: Flee (9000)
10:13:54
SQ
* Militia: Fleeing.
10:13:54
SQ
Militia has died.
10:13:54
SQ
Skill [Shieldwall] removed from [Caravan Guard].
10:13:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:13:55
SQ
Turn started for Alfgeir
10:13:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:14:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:14:01
SQ
Turn started for Winrich
10:14:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:14:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:14:09
SQ
Turn started for Gerhard
10:14:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:14:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:14:16
SQ
Turn started for Caravan Guard
10:14:16
SQ
*
10:14:16
SQ
* Caravan Guard: Starting turn.
10:14:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:14:16
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Engage.Melee (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0)
Flee (9000)(*), Idle (1), Defend (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Engage.Melee (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0)
10:14:16
SQ
-> Behavior picked: Flee (9000)
10:14:16
SQ
* Caravan Guard: Fleeing.
10:14:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Flee (0)
Idle (1)(*), Defend (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Flee (0)
10:14:16
SQ
-> Behavior picked: Idle (1)
10:14:16
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
10:14:16
SQ
* ---------------------------------------------------
10:14:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:14:16
SQ
Turn started for Alantyr the Swift
10:14:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:14:19
SQ
Skill [Hidden] removed from [Alantyr the Swift].
10:14:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:14:20
SQ
Turn started for Gunnar the Hound
10:14:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:14:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:14:25
SQ
Turn started for Palaemon the Oldguard
10:14:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:14:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:14:29
SQ
Turn started for Bjarne
10:14:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:14:44
SQ
INFO: Next round issued: 4
10:14:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:14:45
SQ
Turn started for Werewolf
10:14:45
SQ
*
10:14:45
SQ
* Werewolf: Starting turn.
10:14:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:14:45
SQ
-> Behaviors to pick from:
Engage.Melee (344.08)(*), Idle (1), Flee (0), Retreat (0), Roam (0), Attack.Default (0), BreakFree (0), Howl (0)
Engage.Melee (344.08)(*), Idle (1), Flee (0), Retreat (0), Roam (0), Attack.Default (0), BreakFree (0), Howl (0)
10:14:45
SQ
-> Behavior picked: Engage.Melee (344.08)
10:14:45
SQ
* Werewolf: Engaging to melee range with Caravan (visible), accepted_distance=0
10:14:46
SQ
* Werewolf: Reached engage destination
10:14:46
SQ
-> Behaviors to pick from:
Attack.Default (110.035)(*), Idle (1), Roam (0), Flee (0), BreakFree (0), Howl (0), Retreat (0), Engage.Melee (0)
Attack.Default (110.035)(*), Idle (1), Roam (0), Flee (0), BreakFree (0), Howl (0), Retreat (0), Engage.Melee (0)
10:14:46
SQ
-> Behavior picked: Attack.Default (110.035)
10:14:47
SQ
* Werewolf: Using Werewolf Claws against Caravan!
10:14:47
SQ
Werewolf uses skill Werewolf Claws
10:14:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Retreat (0), BreakFree (0), Howl (0), Engage.Melee (0), Flee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Retreat (0), BreakFree (0), Howl (0), Engage.Melee (0), Flee (0), Attack.Default (0)
10:14:47
SQ
-> Behavior picked: Idle (1)
10:14:47
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:14:47
SQ
* ---------------------------------------------------
10:14:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:14:48
SQ
Turn started for Werewolf
10:14:48
SQ
*
10:14:48
SQ
* Werewolf: Starting turn.
10:14:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:14:48
SQ
-> Behaviors to pick from:
Engage.Melee (228.09)(*), Idle (1), Howl (0), Roam (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0)
Engage.Melee (228.09)(*), Idle (1), Howl (0), Roam (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0)
10:14:48
SQ
-> Behavior picked: Engage.Melee (228.09)
10:14:49
SQ
* Werewolf: Engaging to melee range with Bjarne (not visible), accepted_distance=0
10:14:50
SQ
* Werewolf: Reached engage destination
10:14:50
SQ
-> Behaviors to pick from:
Attack.Default (68.3454)(*), Idle (1), Retreat (0), Howl (0), Flee (0), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (68.3454)(*), Idle (1), Retreat (0), Howl (0), Flee (0), BreakFree (0), Roam (0), Engage.Melee (0)
10:14:50
SQ
-> Behavior picked: Attack.Default (68.3454)
10:14:51
SQ
* Werewolf: Using Werewolf Claws against Bjarne!
10:14:51
SQ
Werewolf uses skill Werewolf Claws
10:14:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0), Howl (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0), Howl (0), Attack.Default (0)
10:14:51
SQ
-> Behavior picked: Idle (1)
10:14:51
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:14:51
SQ
* ---------------------------------------------------
10:14:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:14:51
SQ
Turn started for Werewolf
10:14:51
SQ
*
10:14:51
SQ
* Werewolf: Starting turn.
10:14:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:14:52
SQ
-> Behaviors to pick from:
Engage.Melee (253)(*), Idle (1), Roam (0), Howl (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0)
Engage.Melee (253)(*), Idle (1), Roam (0), Howl (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0)
10:14:52
SQ
-> Behavior picked: Engage.Melee (253)
10:14:52
SQ
* Werewolf: Engaging to melee range with Caravan Guard (not visible), accepted_distance=0
10:14:54
SQ
* Werewolf: Reached engage destination
10:14:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Flee (0), Retreat (0), Attack.Default (0), BreakFree (0), Howl (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Flee (0), Retreat (0), Attack.Default (0), BreakFree (0), Howl (0), Engage.Melee (0)
10:14:55
SQ
-> Behavior picked: Idle (1)
10:14:55
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:14:55
SQ
* ---------------------------------------------------
10:14:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:14:55
SQ
Turn started for Werewolf
10:14:55
SQ
*
10:14:55
SQ
* Werewolf: Starting turn.
10:14:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:14:56
SQ
-> Behaviors to pick from:
Engage.Melee (300)(*), Idle (1), BreakFree (0), Attack.Default (0), Howl (0), Flee (0), Retreat (0), Roam (0)
Engage.Melee (300)(*), Idle (1), BreakFree (0), Attack.Default (0), Howl (0), Flee (0), Retreat (0), Roam (0)
10:14:56
SQ
-> Behavior picked: Engage.Melee (300)
10:14:56
SQ
* Werewolf: Engaging to melee range with Caravan (visible), accepted_distance=0
10:14:57
SQ
* Werewolf: Reached engage destination
10:14:57
SQ
-> Behaviors to pick from:
Attack.Default (103.831)(*), Idle (1), Howl (0), Flee (0), BreakFree (0), Retreat (0), Roam (0), Engage.Melee (0)
Attack.Default (103.831)(*), Idle (1), Howl (0), Flee (0), BreakFree (0), Retreat (0), Roam (0), Engage.Melee (0)
10:14:57
SQ
-> Behavior picked: Attack.Default (103.831)
10:14:58
SQ
* Werewolf: Using Werewolf Claws against Caravan!
10:14:58
SQ
Werewolf uses skill Werewolf Claws
10:14:58
SQ
-> Behaviors to pick from:
Attack.Default (103.755)(*), Idle (1), BreakFree (0), Retreat (0), Howl (0), Roam (0), Engage.Melee (0), Flee (0)
Attack.Default (103.755)(*), Idle (1), BreakFree (0), Retreat (0), Howl (0), Roam (0), Engage.Melee (0), Flee (0)
10:14:58
SQ
-> Behavior picked: Attack.Default (103.755)
10:14:59
SQ
* Werewolf: Using Werewolf Claws against Caravan!
10:14:59
SQ
Werewolf uses skill Werewolf Claws
10:14:59
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Engage.Melee (0), Howl (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Engage.Melee (0), Howl (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
10:14:59
SQ
-> Behavior picked: Idle (1)
10:14:59
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:14:59
SQ
* ---------------------------------------------------
10:14:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:14:59
SQ
Turn started for Werewolf
10:14:59
SQ
*
10:14:59
SQ
* Werewolf: Starting turn.
10:15:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:15:00
SQ
-> Behaviors to pick from:
Attack.Default (79.1016)(*), Idle (1), Roam (0), Flee (0), Howl (0), Retreat (0), Engage.Melee (0), BreakFree (0)
Attack.Default (79.1016)(*), Idle (1), Roam (0), Flee (0), Howl (0), Retreat (0), Engage.Melee (0), BreakFree (0)
10:15:00
SQ
-> Behavior picked: Attack.Default (79.1016)
10:15:00
SQ
* Werewolf: Using Werewolf Claws against Gerhard!
10:15:00
SQ
Werewolf uses skill Werewolf Claws
10:15:00
SQ
-> Behaviors to pick from:
Attack.Default (62.5266)(*), Idle (1), Howl (0), Retreat (0), Roam (0), Engage.Melee (0), BreakFree (0), Flee (0)
Attack.Default (62.5266)(*), Idle (1), Howl (0), Retreat (0), Roam (0), Engage.Melee (0), BreakFree (0), Flee (0)
10:15:00
SQ
-> Behavior picked: Attack.Default (62.5266)
10:15:01
SQ
* Werewolf: Using Werewolf Claws against Gerhard!
10:15:01
SQ
Werewolf uses skill Werewolf Claws
10:15:01
SQ
-> Behaviors to pick from:
Attack.Default (63.6507)(*), Idle (1), Roam (0), Engage.Melee (0), Howl (0), BreakFree (0), Flee (0), Retreat (0)
Attack.Default (63.6507)(*), Idle (1), Roam (0), Engage.Melee (0), Howl (0), BreakFree (0), Flee (0), Retreat (0)
10:15:01
SQ
-> Behavior picked: Attack.Default (63.6507)
10:15:02
SQ
* Werewolf: Using Werewolf Claws against Gerhard!
10:15:02
SQ
Werewolf uses skill Werewolf Claws
10:15:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Flee (0), Howl (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Flee (0), Howl (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
10:15:02
SQ
-> Behavior picked: Idle (1)
10:15:02
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:15:02
SQ
* ---------------------------------------------------
10:15:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:15:03
SQ
Turn started for Torleif
10:15:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:15:08
SQ
[Torleif] executes skill [Quick Shot] on target [Werewolf]
10:15:08
SQ
Torleif uses skill Quick Shot
10:15:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:15:09
SQ
Turn started for Werewolf
10:15:09
SQ
*
10:15:09
SQ
* Werewolf: Starting turn.
10:15:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:15:09
SQ
-> Behaviors to pick from:
Attack.Default (96.2248)(*), Idle (1), Roam (0), Retreat (0), Engage.Melee (0), Flee (0), BreakFree (0), Howl (0)
Attack.Default (96.2248)(*), Idle (1), Roam (0), Retreat (0), Engage.Melee (0), Flee (0), BreakFree (0), Howl (0)
10:15:09
SQ
-> Behavior picked: Attack.Default (96.2248)
10:15:10
SQ
* Werewolf: Using Werewolf Claws against Gothart!
10:15:10
SQ
Werewolf uses skill Werewolf Claws
10:15:10
SQ
-> Behaviors to pick from:
Attack.Default (100.364)(*), Idle (1), Engage.Melee (0), Flee (0), Roam (0), BreakFree (0), Howl (0), Retreat (0)
Attack.Default (100.364)(*), Idle (1), Engage.Melee (0), Flee (0), Roam (0), BreakFree (0), Howl (0), Retreat (0)
10:15:10
SQ
-> Behavior picked: Attack.Default (100.364)
10:15:10
SQ
* Werewolf: Using Werewolf Claws against Gothart!
10:15:10
SQ
Werewolf uses skill Werewolf Claws
10:15:11
SQ
-> Behaviors to pick from:
Attack.Default (92.9805)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0), Howl (0), Retreat (0), Flee (0)
Attack.Default (92.9805)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0), Howl (0), Retreat (0), Flee (0)
10:15:11
SQ
-> Behavior picked: Attack.Default (92.9805)
10:15:11
SQ
* Werewolf: Using Werewolf Claws against Gothart!
10:15:11
SQ
Werewolf uses skill Werewolf Claws
10:15:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Retreat (0), Engage.Melee (0), Howl (0), Flee (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Roam (0), Retreat (0), Engage.Melee (0), Howl (0), Flee (0), BreakFree (0), Attack.Default (0)
10:15:11
SQ
-> Behavior picked: Idle (1)
10:15:12
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:15:12
SQ
* ---------------------------------------------------
10:15:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:15:12
SQ
Turn started for Werewolf
10:15:12
SQ
*
10:15:12
SQ
* Werewolf: Starting turn.
10:15:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:15:12
SQ
-> Behaviors to pick from:
Engage.Melee (234.375)(*), Idle (1), Howl (0), Flee (0), Roam (0), Attack.Default (0), BreakFree (0), Retreat (0)
Engage.Melee (234.375)(*), Idle (1), Howl (0), Flee (0), Roam (0), Attack.Default (0), BreakFree (0), Retreat (0)
10:15:12
SQ
-> Behavior picked: Engage.Melee (234.375)
10:15:13
SQ
* Werewolf: Engaging to melee range with Torleif (not visible), accepted_distance=0
10:15:15
SQ
* Werewolf: Reached engage destination
10:15:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), BreakFree (0), Roam (0), Attack.Default (0), Retreat (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Howl (0), BreakFree (0), Roam (0), Attack.Default (0), Retreat (0), Flee (0), Engage.Melee (0)
10:15:16
SQ
-> Behavior picked: Idle (1)
10:15:16
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:15:16
SQ
* ---------------------------------------------------
10:15:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:15:16
SQ
Turn started for Thorismund Balduric
10:15:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:15:22
SQ
Skill [Reload] removed from [Thorismund Balduric].
10:15:22
UI
equip item: 50857584
10:15:28
SQ
Skill [Hidden] removed from [Thorismund Balduric].
10:15:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:15:29
SQ
Turn started for Ragnar the Blade
10:15:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:15:33
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Werewolf]
10:15:33
SQ
Ragnar the Blade uses skill Quick Shot
10:15:35
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Werewolf]
10:15:35
SQ
Ragnar the Blade uses skill Quick Shot
10:15:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:15:35
SQ
Turn started for Gothart
10:15:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:15:38
SQ
[Gothart] executes skill [Rupture] on target [Werewolf]
10:15:38
SQ
Gothart uses skill Rupture
10:15:38
Resource
Loading: sounds/combat/rupture_blood_03.wav
10:15:39
Resource
Unloading: sounds/combat/rupture_blood_03.wav
10:15:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:15:40
SQ
Turn started for Svein
10:15:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:15:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:15:45
SQ
Turn started for Alfgeir
10:15:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:15:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:15:49
SQ
Turn started for Winrich
10:15:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:15:56
SQ
[Winrich] executes skill [Slash] on target [Werewolf]
10:15:56
SQ
Winrich uses skill Slash
10:15:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:15:57
SQ
Turn started for Gerhard
10:15:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:16:01
SQ
[Gerhard] executes skill [Thrust] on target [Werewolf]
10:16:01
SQ
Gerhard uses skill Thrust
10:16:02
SQ
[Gerhard] executes skill [Thrust] on target [Werewolf]
10:16:02
SQ
Gerhard uses skill Thrust
10:16:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:16:03
SQ
Turn started for Caravan Guard
10:16:03
SQ
*
10:16:03
SQ
* Caravan Guard: Starting turn.
10:16:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:16:03
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend (0)
Flee (9000)(*), Idle (1), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend (0)
10:16:03
SQ
-> Behavior picked: Flee (9000)
10:16:03
SQ
* Caravan Guard: Fleeing.
10:16:03
SQ
Skill [Hidden] removed from [Caravan Guard].
10:16:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Engage.Melee (0), Defend.Knockback (0), BreakFree (0), Roam (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Default (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0)
Idle (1)(*), Defend.Shieldwall (0), Engage.Melee (0), Defend.Knockback (0), BreakFree (0), Roam (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Default (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0)
10:16:03
SQ
-> Behavior picked: Idle (1)
10:16:03
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
10:16:03
SQ
* ---------------------------------------------------
10:16:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:16:03
SQ
Turn started for Alantyr the Swift
10:16:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:16:08
SQ
[Alantyr the Swift] executes skill [Impale] on target [Werewolf]
10:16:08
SQ
Alantyr the Swift uses skill Impale
10:16:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:16:08
SQ
Turn started for Gunnar the Hound
10:16:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:16:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:16:17
SQ
Turn started for Palaemon the Oldguard
10:16:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:16:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:16:23
SQ
Turn started for Bjarne
10:16:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:16:27
SQ
Skill [Hidden] removed from [Bjarne].
10:16:29
SQ
[Bjarne] executes skill [Cleave] on target [Werewolf]
10:16:29
SQ
Bjarne uses skill Cleave
10:16:29
SQ
Werewolf has died.
10:16:32
SQ
INFO: Next round issued: 5
10:16:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:16:33
SQ
Turn started for Werewolf
10:16:33
SQ
*
10:16:33
SQ
* Werewolf: Starting turn.
10:16:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:16:33
SQ
-> Behaviors to pick from:
Engage.Melee (330)(*), Idle (1), Attack.Default (0), BreakFree (0), Flee (0), Howl (0), Retreat (0), Roam (0)
Engage.Melee (330)(*), Idle (1), Attack.Default (0), BreakFree (0), Flee (0), Howl (0), Retreat (0), Roam (0)
10:16:33
SQ
-> Behavior picked: Engage.Melee (330)
10:16:33
SQ
* Werewolf: Engaging to melee range with Caravan Guard (visible), accepted_distance=0
10:16:33
SQ
* Werewolf: Reached engage destination
10:16:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Flee (0), Howl (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Flee (0), Howl (0), Roam (0), BreakFree (0), Engage.Melee (0)
10:16:33
SQ
-> Behavior picked: Idle (1)
10:16:33
SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
10:16:33
SQ
* ---------------------------------------------------
10:16:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:16:33
SQ
Turn started for Werewolf
10:16:33
SQ
*
10:16:33
SQ
* Werewolf: Starting turn.
10:16:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:16:34
SQ
-> Behaviors to pick from:
Attack.Default (117.243)(*), Idle (1), Howl (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), Roam (0)
Attack.Default (117.243)(*), Idle (1), Howl (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), Roam (0)
10:16:34
SQ
-> Behavior picked: Attack.Default (117.243)
10:16:34
SQ
* Werewolf: Using Werewolf Claws against Caravan!
10:16:34
SQ
Werewolf uses skill Werewolf Claws
10:16:34
SQ
Caravan has died.
10:16:34
SQ
-> Behaviors to pick from:
Engage.Melee (273.75)(*), Idle (1), Retreat (0), Flee (0), Howl (0), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (273.75)(*), Idle (1), Retreat (0), Flee (0), Howl (0), BreakFree (0), Roam (0), Attack.Default (0)
10:16:34
SQ
-> Behavior picked: Engage.Melee (273.75)
10:16:35
SQ
* Werewolf: Engaging to melee range with Winrich (visible), accepted_distance=0
10:16:36
SQ
* Werewolf: Reached engage destination
10:16:36
SQ
-> Behaviors to pick from:
Attack.Default (80.2368)(*), Idle (1), Howl (0), BreakFree (0), Retreat (0), Roam (0), Flee (0), Engage.Melee (0)
Attack.Default (80.2368)(*), Idle (1), Howl (0), BreakFree (0), Retreat (0), Roam (0), Flee (0), Engage.Melee (0)
10:16:36
SQ
-> Behavior picked: Attack.Default (80.2368)
10:16:37
SQ
* Werewolf: Using Werewolf Claws against Winrich!
10:16:37
SQ
Werewolf uses skill Werewolf Claws
10:16:37
SQ
-> Behaviors to pick from:
Attack.Default (76.0118)(*), Idle (1), Retreat (0), Roam (0), Howl (0), Flee (0), Engage.Melee (0), BreakFree (0)
Attack.Default (76.0118)(*), Idle (1), Retreat (0), Roam (0), Howl (0), Flee (0), Engage.Melee (0), BreakFree (0)
10:16:37
SQ
-> Behavior picked: Attack.Default (76.0118)
10:16:38
SQ
* Werewolf: Using Werewolf Claws against Winrich!
10:16:38
SQ
Werewolf uses skill Werewolf Claws
10:16:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Engage.Melee (0), Howl (0), Flee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Engage.Melee (0), Howl (0), Flee (0), BreakFree (0), Roam (0), Attack.Default (0)
10:16:38
SQ
-> Behavior picked: Idle (1)
10:16:38
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:16:38
SQ
* ---------------------------------------------------
10:16:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:16:38
SQ
Turn started for Werewolf
10:16:38
SQ
*
10:16:38
SQ
* Werewolf: Starting turn.
10:16:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:16:39
SQ
-> Behaviors to pick from:
Attack.Default (97.7329)(*), Idle (1), BreakFree (0), Retreat (0), Flee (0), Engage.Melee (0), Howl (0), Roam (0)
Attack.Default (97.7329)(*), Idle (1), BreakFree (0), Retreat (0), Flee (0), Engage.Melee (0), Howl (0), Roam (0)
10:16:39
SQ
-> Behavior picked: Attack.Default (97.7329)
10:16:39
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:16:39
SQ
Werewolf uses skill Werewolf Claws
10:16:39
SQ
-> Behaviors to pick from:
Attack.Default (78.6007)(*), Idle (1), Flee (0), Engage.Melee (0), BreakFree (0), Howl (0), Roam (0), Retreat (0)
Attack.Default (78.6007)(*), Idle (1), Flee (0), Engage.Melee (0), BreakFree (0), Howl (0), Roam (0), Retreat (0)
10:16:39
SQ
-> Behavior picked: Attack.Default (78.6007)
10:16:40
SQ
* Werewolf: Using Werewolf Claws against Gerhard!
10:16:40
SQ
Werewolf uses skill Werewolf Claws
10:16:40
SQ
-> Behaviors to pick from:
Attack.Default (70.1079)(*), Idle (1), BreakFree (0), Howl (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0)
Attack.Default (70.1079)(*), Idle (1), BreakFree (0), Howl (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0)
10:16:40
SQ
-> Behavior picked: Attack.Default (70.1079)
10:16:41
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:16:41
SQ
Werewolf uses skill Werewolf Claws
10:16:41
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), Flee (0), Roam (0), Engage.Melee (0), Howl (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Retreat (0), Flee (0), Roam (0), Engage.Melee (0), Howl (0), Attack.Default (0)
10:16:41
SQ
-> Behavior picked: Idle (1)
10:16:41
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:16:41
SQ
* ---------------------------------------------------
10:16:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:16:42
SQ
Turn started for Werewolf
10:16:42
SQ
*
10:16:42
SQ
* Werewolf: Starting turn.
10:16:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:16:42
SQ
-> Behaviors to pick from:
Attack.Default (79.9007)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0), Howl (0), Flee (0), Retreat (0)
Attack.Default (79.9007)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0), Howl (0), Flee (0), Retreat (0)
10:16:42
SQ
-> Behavior picked: Attack.Default (79.9007)
10:16:43
SQ
* Werewolf: Using Werewolf Claws against Gerhard!
10:16:43
SQ
Werewolf uses skill Werewolf Claws
10:16:43
SQ
-> Behaviors to pick from:
Attack.Default (58.1257)(*), Idle (1), Roam (0), Howl (0), BreakFree (0), Flee (0), Retreat (0), Engage.Melee (0)
Attack.Default (58.1257)(*), Idle (1), Roam (0), Howl (0), BreakFree (0), Flee (0), Retreat (0), Engage.Melee (0)
10:16:43
SQ
-> Behavior picked: Attack.Default (58.1257)
10:16:44
SQ
* Werewolf: Using Werewolf Claws against Gerhard!
10:16:44
SQ
Werewolf uses skill Werewolf Claws
10:16:44
SQ
-> Behaviors to pick from:
Attack.Default (65.2513)(*), Idle (1), BreakFree (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0), Howl (0)
Attack.Default (65.2513)(*), Idle (1), BreakFree (0), Flee (0), Roam (0), Retreat (0), Engage.Melee (0), Howl (0)
10:16:44
SQ
-> Behavior picked: Attack.Default (65.2513)
10:16:44
SQ
* Werewolf: Using Werewolf Claws against Gerhard!
10:16:44
SQ
Werewolf uses skill Werewolf Claws
10:16:44
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Engage.Melee (0), Roam (0), Retreat (0), Howl (0), Flee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Engage.Melee (0), Roam (0), Retreat (0), Howl (0), Flee (0), Attack.Default (0)
10:16:44
SQ
-> Behavior picked: Idle (1)
10:16:45
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:16:45
SQ
* ---------------------------------------------------
10:16:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:16:45
SQ
Turn started for Werewolf
10:16:45
SQ
*
10:16:45
SQ
* Werewolf: Starting turn.
10:16:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:16:46
SQ
-> Behaviors to pick from:
Attack.Default (91.9526)(*), Idle (1), Howl (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Roam (0)
Attack.Default (91.9526)(*), Idle (1), Howl (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Roam (0)
10:16:46
SQ
-> Behavior picked: Attack.Default (91.9526)
10:16:47
SQ
* Werewolf: Using Werewolf Claws against Gothart!
10:16:47
SQ
Werewolf uses skill Werewolf Claws
10:16:49
SQ
-> Behaviors to pick from:
Attack.Default (107.228)(*), Idle (1), Retreat (0), BreakFree (0), Howl (0), Engage.Melee (0), Roam (0), Flee (0)
Attack.Default (107.228)(*), Idle (1), Retreat (0), BreakFree (0), Howl (0), Engage.Melee (0), Roam (0), Flee (0)
10:16:49
SQ
-> Behavior picked: Attack.Default (107.228)
10:16:49
SQ
* Werewolf: Using Werewolf Claws against Gothart!
10:16:49
SQ
Werewolf uses skill Werewolf Claws
10:16:49
SQ
-> Behaviors to pick from:
Attack.Default (103.046)(*), Idle (1), Howl (0), Engage.Melee (0), Retreat (0), Roam (0), Flee (0), BreakFree (0)
Attack.Default (103.046)(*), Idle (1), Howl (0), Engage.Melee (0), Retreat (0), Roam (0), Flee (0), BreakFree (0)
10:16:49
SQ
-> Behavior picked: Attack.Default (103.046)
10:16:50
SQ
* Werewolf: Using Werewolf Claws against Gothart!
10:16:50
SQ
Werewolf uses skill Werewolf Claws
10:16:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Flee (0), Retreat (0), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Howl (0), Flee (0), Retreat (0), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
10:16:50
SQ
-> Behavior picked: Idle (1)
10:16:50
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:16:50
SQ
* ---------------------------------------------------
10:16:50
UI
ERROR: Failed to update entity. Reason: Entity id: 2336802 not found.
10:16:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:16:50
SQ
Turn started for Werewolf
10:16:50
SQ
*
10:16:50
SQ
* Werewolf: Starting turn.
10:16:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:16:51
SQ
-> Behaviors to pick from:
Attack.Default (92.6557)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Engage.Melee (0), Roam (0), Howl (0)
Attack.Default (92.6557)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Engage.Melee (0), Roam (0), Howl (0)
10:16:51
SQ
-> Behavior picked: Attack.Default (92.6557)
10:16:51
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:16:51
SQ
Werewolf uses skill Werewolf Claws
10:16:51
SQ
-> Behaviors to pick from:
Attack.Default (102.509)(*), Idle (1), Retreat (0), Engage.Melee (0), BreakFree (0), Roam (0), Howl (0), Flee (0)
Attack.Default (102.509)(*), Idle (1), Retreat (0), Engage.Melee (0), BreakFree (0), Roam (0), Howl (0), Flee (0)
10:16:51
SQ
-> Behavior picked: Attack.Default (102.509)
10:16:52
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:16:52
SQ
Werewolf uses skill Werewolf Claws
10:16:52
SQ
-> Behaviors to pick from:
Attack.Default (103.864)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), Howl (0), Flee (0), Engage.Melee (0)
Attack.Default (103.864)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), Howl (0), Flee (0), Engage.Melee (0)
10:16:52
SQ
-> Behavior picked: Attack.Default (103.864)
10:16:53
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:16:53
SQ
Werewolf uses skill Werewolf Claws
10:16:53
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Howl (0), Engage.Melee (0), Roam (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Howl (0), Engage.Melee (0), Roam (0), Attack.Default (0)
10:16:53
SQ
-> Behavior picked: Idle (1)
10:16:53
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:16:53
SQ
* ---------------------------------------------------
10:16:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:16:54
SQ
Turn started for Torleif
10:16:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:16:58
UI
equip item: 50935006
10:17:01
SQ
[Torleif] executes skill [Impale] on target [Werewolf]
10:17:01
SQ
Torleif uses skill Impale
10:17:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:17:02
SQ
Turn started for Svein
10:17:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:17:05
SQ
[Svein] executes skill [Thrust] on target [Werewolf]
10:17:05
SQ
Svein uses skill Thrust
10:17:07
SQ
[Svein] executes skill [Thrust] on target [Werewolf]
10:17:07
SQ
Svein uses skill Thrust
10:17:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:17:07
SQ
Turn started for Thorismund Balduric
10:17:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:17:10
SQ
[Thorismund Balduric] executes skill [Impale] on target [Werewolf]
10:17:10
SQ
Thorismund Balduric uses skill Impale
10:17:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:17:12
SQ
Turn started for Alfgeir
10:17:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:17:16
SQ
[Alfgeir] executes skill [Thrust] on target [Werewolf]
10:17:16
SQ
Alfgeir uses skill Thrust
10:17:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:17:16
SQ
Turn started for Gothart
10:17:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:17:19
SQ
[Gothart] executes skill [Rupture] on target [Werewolf]
10:17:19
SQ
Gothart uses skill Rupture
10:17:19
SQ
Werewolf has died.
10:17:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:17:22
SQ
Turn started for Ragnar the Blade
10:17:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:17:25
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Werewolf]
10:17:25
SQ
Ragnar the Blade uses skill Quick Shot
10:17:26
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Werewolf]
10:17:26
SQ
Ragnar the Blade uses skill Quick Shot
10:17:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:17:27
SQ
Turn started for Caravan Guard
10:17:27
SQ
*
10:17:27
SQ
* Caravan Guard: Starting turn.
10:17:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:17:27
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), Defend.Shieldwall (0)
Flee (9000)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), Defend.Shieldwall (0)
10:17:27
SQ
-> Behavior picked: Flee (9000)
10:17:27
SQ
* Caravan Guard: Fleeing.
10:17:27
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.Split (0), Attack.CrushArmor (0), Roam (0), Flee (0)
Idle (1)(*), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.Split (0), Attack.CrushArmor (0), Roam (0), Flee (0)
10:17:27
SQ
-> Behavior picked: Idle (1)
10:17:27
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
10:17:27
SQ
* ---------------------------------------------------
10:17:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:17:28
SQ
Turn started for Winrich
10:17:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:17:30
SQ
[Winrich] executes skill [Slash] on target [Werewolf]
10:17:30
SQ
Winrich uses skill Slash
10:17:31
SQ
[Winrich] executes skill [Slash] on target [Werewolf]
10:17:31
SQ
Winrich uses skill Slash
10:17:31
SQ
Werewolf has died.
10:17:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:17:37
SQ
Turn started for Gerhard
10:17:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:17:39
SQ
[Gerhard] executes skill [Thrust] on target [Werewolf]
10:17:39
SQ
Gerhard uses skill Thrust
10:17:41
SQ
[Gerhard] executes skill [Thrust] on target [Werewolf]
10:17:41
SQ
Gerhard uses skill Thrust
10:17:41
SQ
Werewolf has died.
10:17:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:17:41
SQ
Turn started for Gunnar the Hound
10:17:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:17:45
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Werewolf]
10:17:45
SQ
Gunnar the Hound uses skill Thrust
10:17:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:17:45
SQ
Turn started for Alantyr the Swift
10:17:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:17:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:17:52
SQ
Turn started for Palaemon the Oldguard
10:17:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:17:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:17:56
SQ
Turn started for Bjarne
10:17:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:18:01
SQ
[Bjarne] executes skill [Cleave] on target [Werewolf]
10:18:01
SQ
Bjarne uses skill Cleave
10:18:01
SQ
INFO: Next round issued: 6
10:18:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:18:01
SQ
Turn started for Werewolf
10:18:01
SQ
*
10:18:01
SQ
* Werewolf: Starting turn.
10:18:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:18:02
SQ
-> Behaviors to pick from:
Retreat (1016.67)(*), Engage.Melee (330)(*), Idle (1), Howl (0), Roam (0), BreakFree (0), Flee (0), Attack.Default (0)
Retreat (1016.67)(*), Engage.Melee (330)(*), Idle (1), Howl (0), Roam (0), BreakFree (0), Flee (0), Attack.Default (0)
10:18:02
SQ
-> Behavior picked: Engage.Melee (330)
10:18:02
SQ
* Werewolf: Engaging to melee range with Caravan Guard (visible), accepted_distance=0
10:18:02
SQ
Skill [Hidden] removed from [Werewolf].
10:18:02
SQ
* Werewolf: Reached engage destination
10:18:02
SQ
-> Behaviors to pick from:
Retreat (1016.67)(*), Attack.Default (59.5867), Idle (1), Roam (0), BreakFree (0), Flee (0), Howl (0), Engage.Melee (0)
Retreat (1016.67)(*), Attack.Default (59.5867), Idle (1), Roam (0), BreakFree (0), Flee (0), Howl (0), Engage.Melee (0)
10:18:02
SQ
-> Behavior picked: Retreat (1016.67)
10:18:02
SQ
* Werewolf: Retreating.
10:18:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:18:02
SQ
Turn started for Werewolf
10:18:02
SQ
*
10:18:02
SQ
* Werewolf: Starting turn.
10:18:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:18:02
SQ
-> Behaviors to pick from:
Attack.Default (95.2205)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
Attack.Default (95.2205)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
10:18:02
SQ
-> Behavior picked: Attack.Default (95.2205)
10:18:03
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:18:03
SQ
Werewolf uses skill Werewolf Claws
10:18:03
SQ
-> Behaviors to pick from:
Attack.Default (77.7704)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.Default (77.7704)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
10:18:03
SQ
-> Behavior picked: Attack.Default (77.7704)
10:18:04
SQ
* Werewolf: Using Werewolf Claws against Bjarne!
10:18:04
SQ
Werewolf uses skill Werewolf Claws
10:18:04
SQ
-> Behaviors to pick from:
Attack.Default (82.2205)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0)
Attack.Default (82.2205)(*), Idle (1), Roam (0), Flee (0), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0)
10:18:04
SQ
-> Behavior picked: Attack.Default (82.2205)
10:18:05
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:18:05
SQ
Werewolf uses skill Werewolf Claws
10:18:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Retreat (0), BreakFree (0), Howl (0), Flee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), Retreat (0), BreakFree (0), Howl (0), Flee (0), Attack.Default (0)
10:18:05
SQ
-> Behavior picked: Idle (1)
10:18:05
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:18:05
SQ
* ---------------------------------------------------
10:18:05
UI
ERROR: Failed to update entity. Reason: Entity id: 2336807 not found.
10:18:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:18:05
SQ
Turn started for Werewolf
10:18:05
SQ
*
10:18:05
SQ
* Werewolf: Starting turn.
10:18:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:18:06
SQ
-> Behaviors to pick from:
Attack.Default (100.691)(*), Idle (1), Howl (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), BreakFree (0)
Attack.Default (100.691)(*), Idle (1), Howl (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), BreakFree (0)
10:18:06
SQ
-> Behavior picked: Attack.Default (100.691)
10:18:06
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:18:06
SQ
Werewolf uses skill Werewolf Claws
10:18:06
SQ
-> Behaviors to pick from:
Attack.Default (94.2024)(*), Idle (1), Flee (0), Roam (0), Howl (0), Retreat (0), BreakFree (0), Engage.Melee (0)
Attack.Default (94.2024)(*), Idle (1), Flee (0), Roam (0), Howl (0), Retreat (0), BreakFree (0), Engage.Melee (0)
10:18:06
SQ
-> Behavior picked: Attack.Default (94.2024)
10:18:07
SQ
* Werewolf: Using Werewolf Claws against Torleif!
10:18:07
SQ
Werewolf uses skill Werewolf Claws
10:18:07
SQ
-> Behaviors to pick from:
Attack.Default (102.641)(*), Idle (1), Howl (0), Retreat (0), Flee (0), BreakFree (0), Engage.Melee (0), Roam (0)
Attack.Default (102.641)(*), Idle (1), Howl (0), Retreat (0), Flee (0), BreakFree (0), Engage.Melee (0), Roam (0)
10:18:07
SQ
-> Behavior picked: Attack.Default (102.641)
10:18:08
SQ
* Werewolf: Using Werewolf Claws against Thorismund Balduric!
10:18:08
SQ
Werewolf uses skill Werewolf Claws
10:18:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Engage.Melee (0), Flee (0), BreakFree (0), Roam (0), Retreat (0), Attack.Default (0)
Idle (1)(*), Howl (0), Engage.Melee (0), Flee (0), BreakFree (0), Roam (0), Retreat (0), Attack.Default (0)
10:18:08
SQ
-> Behavior picked: Idle (1)
10:18:09
SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
10:18:09
SQ
* ---------------------------------------------------
10:18:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:18:09
SQ
Turn started for Torleif
10:18:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:18:11
SQ
[Torleif] executes skill [Impale] on target [Werewolf]
10:18:11
SQ
Torleif uses skill Impale
10:18:11
SQ
Werewolf has died.
10:18:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:18:14
SQ
Turn started for Svein
10:18:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:18:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:18:18
SQ
Turn started for Caravan Guard
10:18:18
SQ
*
10:18:18
SQ
* Caravan Guard: Starting turn.
10:18:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:18:18
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Engage.Melee (0), BreakFree (0)
Flee (9000)(*), Idle (1), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Engage.Melee (0), BreakFree (0)
10:18:18
SQ
-> Behavior picked: Flee (9000)
10:18:18
SQ
* Caravan Guard: Fleeing.
10:18:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.CrushArmor (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0)
Idle (1)(*), Attack.Default (0), Attack.CrushArmor (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0)
10:18:18
SQ
-> Behavior picked: Idle (1)
10:18:18
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
10:18:18
SQ
* ---------------------------------------------------
10:18:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:18:19
SQ
Turn started for Alantyr the Swift
10:18:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:18:21
SQ
[Alantyr the Swift] executes skill [Impale] on target [Werewolf]
10:18:21
SQ
Alantyr the Swift uses skill Impale
10:18:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:18:23
SQ
Turn started for Alfgeir
10:18:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:18:26
SQ
Skill [Hidden] removed from [Alfgeir].
10:18:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:18:27
SQ
Turn started for Thorismund Balduric
10:18:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:18:30
SQ
[Thorismund Balduric] executes skill [Impale] on target [Werewolf]
10:18:30
SQ
Thorismund Balduric uses skill Impale
10:18:30
SQ
Werewolf has died.
10:18:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:18:32
SQ
Turn started for Gothart
10:18:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:18:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:18:36
SQ
Turn started for Ragnar the Blade
10:18:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:18:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:18:40
SQ
Turn started for Palaemon the Oldguard
10:18:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:18:44
SQ
Skill [Hidden] removed from [Palaemon the Oldguard].
10:18:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:18:45
SQ
Turn started for Gunnar the Hound
10:18:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:18:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:18:49
SQ
Turn started for Winrich
10:18:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:18:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:18:53
SQ
Turn started for Gerhard
10:18:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:18:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:18:57
SQ
Turn started for Bjarne
10:18:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:19:00
SQ
INFO: Next round issued: 7
10:19:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Werewolf - Locked: true)
10:19:01
SQ
Turn started for Werewolf
10:19:01
SQ
*
10:19:01
SQ
* Werewolf: Starting turn.
10:19:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Werewolf)
10:19:01
SQ
defensive score: 0
10:19:01
SQ
defensive threshold: 30
10:19:01
SQ
-> Behaviors to pick from:
Retreat (1238.89)(*), Engage.Melee (330)(*), Idle (1), BreakFree (0), Flee (0), Howl (0), Roam (0), Attack.Default (0)
Retreat (1238.89)(*), Engage.Melee (330)(*), Idle (1), BreakFree (0), Flee (0), Howl (0), Roam (0), Attack.Default (0)
10:19:01
SQ
-> Behavior picked: Retreat (1238.89)
10:19:01
SQ
* Werewolf: Retreating.
10:19:01
SQ
* Werewolf: Retreated!
10:19:01
Resource
Unloading: gfx/orientation_overlay.png
10:19:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:19:01
SQ
Turn started for Svein
10:19:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:19:05
Resource
Loading: music/victory_01.music
10:19:05
Resource
Unloading: music/beasts_01.music
10:19:14
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
10:19:14
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
10:19:14
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
10:19:14
SQ
World::onCombatFinished
10:19:14
SQ
TacticalState::onFinish
10:19:15
Resource
Unloading: gfx/object_0.png
10:19:15
Resource
Unloading: gfx/detail.png
10:19:15
Resource
Unloading Resource Package "Temporary Tactical Resources".
10:19:15
Resource
Unloading: gfx/entity_3.png
10:19:15
Resource
Unloading: sounds/enemies/werewolf_death_01.wav
10:19:15
Resource
Unloading: sounds/enemies/werewolf_death_02.wav
10:19:15
Resource
Unloading: sounds/enemies/werewolf_death_03.wav
10:19:15
Resource
Unloading: sounds/enemies/werewolf_death_04.wav
10:19:15
Resource
Unloading: sounds/enemies/werewolf_flee_01.wav
10:19:15
Resource
Unloading: sounds/enemies/werewolf_flee_02.wav
10:19:15
Resource
Unloading: sounds/combat/werewolf_claw_01.wav
10:19:15
Resource
Unloading: sounds/combat/werewolf_claw_02.wav
10:19:15
Resource
Unloading: sounds/combat/werewolf_claw_03.wav
10:19:15
Resource
Unloading: sounds/combat/werewolf_claw_hit_01.wav
10:19:15
Resource
Unloading: sounds/combat/werewolf_claw_hit_02.wav
10:19:15
Resource
Unloading: sounds/combat/werewolf_claw_hit_03.wav
10:19:15
UI
IngameMenuScreen::UNREGISTER
10:19:15
UI
MainMenuModule::UNREGISTER
10:19:15
UI
LoadCampaignMenuModule::UNREGISTER
10:19:15
UI
SaveCampaignMenuModule::UNREGISTER
10:19:15
UI
OptionsMenuModule::UNREGISTER
10:19:15
UI
OptionsMenuModuleVideoPanel::UNREGISTER
10:19:15
UI
OptionsMenuModuleVideoPanel::UNREGISTER
10:19:15
UI
OptionsMenuModuleControlsPanel::UNREGISTER
10:19:15
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
10:19:15
UI
TacticalFleeScreen::UNREGISTER
10:19:15
UI
CharacterScreen::UNREGISTER
10:19:15
UI
CharacterScreenLeftPanelModule::UNREGISTER
10:19:15
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
10:19:15
UI
CharacterScreenPaperdollModule::UNREGISTER
10:19:15
UI
CharacterScreenSkillsModule::UNREGISTER
10:19:15
UI
CharacterScreenStatsModule::UNREGISTER
10:19:15
UI
CharacterScreenRightPanelModule::UNREGISTER
10:19:15
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
10:19:15
UI
CharacterScreenInventoryListModule::UNREGISTER
10:19:15
UI
CharacterScreenPerksModule::UNREGISTER
10:19:15
UI
CharacterScreenBrothersListModule::UNREGISTER
10:19:15
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
10:19:15
UI
TacticalScreen::UNREGISTER
10:19:15
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
10:19:15
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
10:19:15
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
10:19:15
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
10:19:15
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
10:19:15
UI
TacticalCombatResultScreen::UNREGISTER
10:19:15
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
10:19:15
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
10:19:18
Resource
Loading: music/worldmap_06.music
10:19:18
Resource
Unloading: music/victory_01.music
10:20:21
UI
equip item: 50663215
10:20:23
UI
equip item: 51049157
10:22:06
Resource
Loading: music/worldmap_03.music
10:22:06
Resource
Unloading: music/worldmap_06.music
10:23:27
UI
equip item: 54220338
10:23:30
UI
equip item: 51751874
10:23:48
SQ
contract added: contract.destroy_bandit_camp
10:23:52
SQ
contract removed: contract.errant
10:24:01
SQ
contract added: contract.escort_caravan
10:24:05
SQ
contract removed: contract.destroy_inactive_location
10:24:09
SQ
contract added: contract.destroy_inactive_location
10:24:13
SQ
contract removed: contract.escort_caravan
10:24:15
SQ
contract added: contract.destroy_inactive_location
10:24:19
SQ
contract added: contract.errant
10:24:49
SQ
contract added: contract.destroy_inactive_location
10:24:59
SQ
contract added: contract.errant
10:25:02
SQ
contract removed: contract.errant
10:25:03
SQ
contract added: contract.errant
10:25:15
SQ
contract removed: contract.errant
10:25:20
SQ
Save campaign: autosave
10:25:21
Scene
Finished saving scene.
10:25:22
SQ
WorldState::onHide
10:25:22
UI
CharacterScreen::REGISTER
10:25:22
UI
CharacterScreenLeftPanelModule::REGISTER
10:25:22
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
10:25:22
UI
CharacterScreenPaperdollModule::REGISTER
10:25:22
UI
CharacterScreenSkillsModule::REGISTER
10:25:22
UI
CharacterScreenStatsModule::REGISTER
10:25:22
UI
CharacterScreenRightPanelModule::REGISTER
10:25:22
UI
CharacterScreenRightPanelHeaderModule::REGISTER
10:25:22
UI
CharacterScreenInventoryListModule::REGISTER
10:25:22
UI
CharacterScreenPerksModule::REGISTER
10:25:22
UI
CharacterScreenBrothersListModule::REGISTER
10:25:22
UI
CharacterScreenBattleStartFooterModule::REGISTER
10:25:22
UI
TacticalFleeScreen::REGISTER
10:25:22
UI
IngameMenuScreen::REGISTER
10:25:22
UI
MainMenuModule::REGISTER
10:25:22
UI
LoadCampaignMenuModule::REGISTER
10:25:22
UI
SaveCampaignMenuModule::REGISTER
10:25:22
UI
OptionsMenuModule::REGISTER
10:25:22
UI
OptionsMenuModuleVideoPanel::REGISTER
10:25:22
UI
OptionsMenuModuleAudioPanel::REGISTER
10:25:22
UI
OptionsMenuModuleControlsPanel::REGISTER
10:25:22
UI
OptionsMenuModuleGameplayPanel::REGISTER
10:25:22
UI
TacticalCombatResultScreen::REGISTER
10:25:22
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
10:25:22
UI
TacticalCombatResultScreenLootPanel::REGISTER
10:25:22
UI
TacticalScreen::REGISTER
10:25:22
UI
TacticalScreenTurnSequenceBarModule::REGISTER
10:25:22
UI
TacticalScreenOrientationOverlayModule::REGISTER
10:25:22
UI
TacticalScreenTopbarEventLogModule::REGISTER
10:25:22
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
10:25:22
UI
TacticalScreenTopbarOptionsModule::REGISTER
10:25:22
Resource
Loading: gfx/object_0.png
10:25:22
Texture
Texture "gfx/object_0.png" (ID: 14) took up approximately 2730kb in video memory.
10:25:22
Resource
Loading: gfx/detail.png
10:25:22
Texture
Texture "gfx/detail.png" (ID: 15) took up approximately 5461kb in video memory.
10:25:22
Resource
Loading: gfx/orientation_overlay.png
10:25:22
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
10:25:22
Resource
Loading: sounds/atmosphere/rain_02.wav
10:25:22
Resource
Unloading: sounds/atmosphere/forest_01.wav
10:25:22
SQ
TACTICAL: STASH LOCKED: true
10:25:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:25:22
SQ
Turn started for Bandit Marksman
10:25:22
SQ
*
10:25:22
SQ
* Bandit Marksman: Starting turn.
10:25:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:25:22
SQ
INFO: Next round issued: 1
10:25:22
Resource
Started loading Resource Package "Temporary Tactical Resources".
10:25:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:25:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:25:23
SQ
defensive score: 1.71429
10:25:23
SQ
defensive threshold: 2.95082
10:25:23
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
10:25:23
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (21.7662)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (75)(*), Attack.Bow (21.7662)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
10:25:23
SQ
-> Behavior picked: Attack.Bow (21.7662)
10:25:23
SQ
* Bandit Marksman: Using Aimed Shot against Palaemon the Oldguard!
10:25:23
SQ
Bandit Marksman uses skill Aimed Shot
10:25:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:25:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:25:24
SQ
defensive score: 1.71429
10:25:24
SQ
defensive threshold: 2.95082
10:25:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
10:25:25
SQ
-> Behavior picked: Idle (1)
10:25:25
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
10:25:25
SQ
* ---------------------------------------------------
10:25:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:25:25
SQ
Turn started for Ragnar the Blade
10:25:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:25:26
Resource
Loading: music/bandits_01.music
10:25:26
Resource
Unloading: music/worldmap_03.music
10:25:32
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Raider]
10:25:32
SQ
Ragnar the Blade uses skill Aimed Shot
10:25:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:25:34
SQ
Turn started for Torleif
10:25:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:25:42
SQ
TurnSequenceBar::entityWaitTurn(Torleif)
10:25:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:25:43
SQ
Turn started for Bandit Raider
10:25:43
SQ
*
10:25:43
SQ
* Bandit Raider: Starting turn.
10:25:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:25:43
SQ
defensive score: 1.71429
10:25:43
SQ
defensive threshold: 2.95082
10:25:43
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (102.143)(*), Engage.Melee (72.069)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (102.143)(*), Engage.Melee (72.069)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
10:25:43
SQ
-> Behavior picked: Engage.Melee (72.069)
10:25:44
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
10:25:45
SQ
* Bandit Raider: Reached engage destination
10:25:45
SQ
defensive score: 1.71429
10:25:45
SQ
defensive threshold: 2.95082
10:25:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Engage.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Engage.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
10:25:45
SQ
-> Behavior picked: Idle (1)
10:25:45
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:25:45
SQ
* ---------------------------------------------------
10:25:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:25:45
SQ
Turn started for Bandit Raider
10:25:45
SQ
*
10:25:45
SQ
* Bandit Raider: Starting turn.
10:25:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:25:46
SQ
defensive score: 1.71429
10:25:46
SQ
defensive threshold: 2.95082
10:25:46
SQ
-> Behaviors to pick from:
Engage.Melee (84.4643)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (84.4643)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:25:46
SQ
-> Behavior picked: Engage.Melee (84.4643)
10:25:46
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
10:25:47
SQ
* Bandit Raider: Reached engage destination
10:25:47
SQ
defensive score: 1.71429
10:25:47
SQ
defensive threshold: 2.95082
10:25:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
10:25:47
SQ
-> Behavior picked: Idle (1)
10:25:48
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
10:25:48
SQ
* ---------------------------------------------------
10:25:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:25:48
SQ
Turn started for Bandit Raider
10:25:48
SQ
*
10:25:48
SQ
* Bandit Raider: Starting turn.
10:25:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:25:48
SQ
defensive score: 1.71429
10:25:48
SQ
defensive threshold: 2.95082
10:25:48
SQ
-> Behaviors to pick from:
Engage.Melee (80.2703)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (80.2703)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:25:48
SQ
-> Behavior picked: Engage.Melee (80.2703)
10:25:49
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
10:25:50
SQ
* Bandit Raider: Reached engage destination
10:25:50
SQ
defensive score: 1.71429
10:25:50
SQ
defensive threshold: 2.95082
10:25:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
10:25:50
SQ
-> Behavior picked: Idle (1)
10:25:50
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
10:25:50
SQ
* ---------------------------------------------------
10:25:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:25:50
SQ
Turn started for Bandit Raider
10:25:50
SQ
*
10:25:50
SQ
* Bandit Raider: Starting turn.
10:25:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:25:51
SQ
defensive score: 1.71429
10:25:51
SQ
defensive threshold: 2.95082
10:25:51
SQ
-> Behaviors to pick from:
Engage.Melee (85.5556)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (85.5556)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:25:51
SQ
-> Behavior picked: Engage.Melee (85.5556)
10:25:51
SQ
* Bandit Raider: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
10:25:52
SQ
* Bandit Raider: Reached engage destination
10:25:52
SQ
defensive score: 1.71429
10:25:52
SQ
defensive threshold: 2.95082
10:25:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
10:25:52
SQ
-> Behavior picked: Idle (1)
10:25:52
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:25:52
SQ
* ---------------------------------------------------
10:25:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:25:53
SQ
Turn started for Bandit Raider
10:25:53
SQ
*
10:25:53
SQ
* Bandit Raider: Starting turn.
10:25:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:25:53
SQ
defensive score: 1.71429
10:25:53
SQ
defensive threshold: 2.95082
10:25:53
SQ
-> Behaviors to pick from:
Engage.Melee (107.5)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (107.5)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:25:53
SQ
-> Behavior picked: Engage.Melee (107.5)
10:25:54
SQ
* Bandit Raider: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
10:25:55
SQ
* Bandit Raider: Reached engage destination
10:25:55
SQ
defensive score: 1.71429
10:25:55
SQ
defensive threshold: 2.95082
10:25:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
10:25:55
SQ
-> Behavior picked: Idle (1)
10:25:55
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:25:55
SQ
* ---------------------------------------------------
10:25:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:25:55
SQ
Turn started for Thorismund Balduric
10:25:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:26:00
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Raider]
10:26:00
SQ
Thorismund Balduric uses skill Shoot Bolt
10:26:01
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
10:26:01
SQ
Thorismund Balduric uses skill Reload
10:26:01
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
10:26:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:26:01
SQ
Turn started for Gothart
10:26:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:26:07
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Raider]
10:26:07
SQ
Gothart uses skill Shoot Bolt
10:26:07
SQ
Bandit Raider has died.
10:26:08
SQ
[Gothart] executes skill [Reload] on target [Gothart]
10:26:08
SQ
Gothart uses skill Reload
10:26:08
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
10:26:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:26:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:26:14
SQ
[Svein] executes skill [Spearwall] on target [Svein]
10:26:14
SQ
Svein uses skill Spearwall
10:26:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:26:16
SQ
Turn started for Alfgeir
10:26:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:26:18
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
10:26:18
SQ
Alfgeir uses skill Spearwall
10:26:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:26:21
SQ
Turn started for Alantyr the Swift
10:26:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:30:40
Resource
Loading: music/bandits_02.music
10:30:40
Resource
Unloading: music/bandits_01.music
10:35:51
Resource
Loading: music/bandits_01.music
10:35:51
Resource
Unloading: music/bandits_02.music
10:41:05
Resource
Loading: music/bandits_02.music
10:41:05
Resource
Unloading: music/bandits_01.music
10:42:36
SQ
TurnSequenceBar::entityWaitTurn(Alantyr the Swift)
10:42:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:42:36
SQ
Turn started for Bjarne
10:42:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:42:44
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
10:42:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:42:44
SQ
Turn started for Palaemon the Oldguard
10:42:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:42:52
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
10:42:52
SQ
Palaemon the Oldguard uses skill Slash
10:42:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:42:54
SQ
Turn started for Gerhard
10:42:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:42:59
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
10:42:59
SQ
Gerhard uses skill Spearwall
10:43:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:43:00
SQ
Turn started for Winrich
10:43:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:43:06
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
10:43:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:43:06
SQ
Turn started for Gunnar the Hound
10:43:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:43:09
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
10:43:09
SQ
Gunnar the Hound uses skill Spearwall
10:43:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:43:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:43:21
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
10:43:21
SQ
Torleif uses skill Quick Shot
10:43:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:43:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:43:28
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Marksman]
10:43:28
SQ
Alantyr the Swift uses skill Quick Shot
10:43:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:43:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:43:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:43:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:43:38
SQ
INFO: Next round issued: 2
10:43:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:43:39
SQ
Turn started for Bandit Raider
10:43:39
SQ
*
10:43:39
SQ
* Bandit Raider: Starting turn.
10:43:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:43:39
SQ
-> Behaviors to pick from:
Engage.Melee (77.2441)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (77.2441)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
10:43:39
SQ
-> Behavior picked: Engage.Melee (77.2441)
10:43:40
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
10:43:40
SQ
* Bandit Raider: Reached engage destination
10:43:42
SQ
-> Behaviors to pick from:
Engage.Melee (100.234)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (100.234)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
10:43:42
SQ
-> Behavior picked: Engage.Melee (100.234)
10:43:42
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
10:43:42
SQ
* Bandit Raider: Reached engage destination
10:43:44
SQ
-> Behaviors to pick from:
Engage.Melee (100.234)(*), Idle (1), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0)
Engage.Melee (100.234)(*), Idle (1), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0)
10:43:44
SQ
-> Behavior picked: Engage.Melee (100.234)
10:43:44
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
10:43:45
SQ
* Bandit Raider: Reached engage destination
10:43:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Engage.Melee (0)
10:43:45
SQ
-> Behavior picked: Idle (1)
10:43:45
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
10:43:45
SQ
* ---------------------------------------------------
10:43:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:43:45
SQ
Turn started for Ragnar the Blade
10:43:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:43:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:43:55
SQ
Turn started for Bandit Marksman
10:43:55
SQ
*
10:43:55
SQ
* Bandit Marksman: Starting turn.
10:43:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:43:56
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
10:43:56
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (19.1948)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Defend (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Defend.Rotation (0), Engage.Melee (0), BreakFree (0), Retreat (0)
Engage.Ranged (75)(*), Attack.Bow (19.1948)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Defend (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Defend.Rotation (0), Engage.Melee (0), BreakFree (0), Retreat (0)
10:43:56
SQ
-> Behavior picked: Attack.Bow (19.1948)
10:43:56
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
10:43:56
SQ
Bandit Marksman uses skill Aimed Shot
10:43:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Defend (0), SwitchTo.Ranged (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Melee (0), BreakFree (0), Retreat (0), Engage.Ranged (0)
Idle (1)(*), Reload (0), Defend (0), SwitchTo.Ranged (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Melee (0), BreakFree (0), Retreat (0), Engage.Ranged (0)
10:43:58
SQ
-> Behavior picked: Idle (1)
10:43:58
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
10:43:58
SQ
* ---------------------------------------------------
10:43:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:43:58
SQ
Turn started for Bandit Raider
10:43:58
SQ
*
10:43:58
SQ
* Bandit Raider: Starting turn.
10:43:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:43:59
SQ
-> Behaviors to pick from:
Engage.Melee (81.1547)(*), Defend.Shieldwall (8.93295), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (81.1547)(*), Defend.Shieldwall (8.93295), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
10:43:59
SQ
-> Behavior picked: Engage.Melee (81.1547)
10:43:59
SQ
* Bandit Raider: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
10:44:00
SQ
* Bandit Raider: Reached engage destination
10:44:00
SQ
-> Behaviors to pick from:
Attack.Default (68.3327)(*), Defend.Shieldwall (57.3369)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
Attack.Default (68.3327)(*), Defend.Shieldwall (57.3369)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
10:44:00
SQ
-> Behavior picked: Defend.Shieldwall (57.3369)
10:44:01
SQ
* Bandit Raider: Using Shieldwall!
10:44:01
SQ
Bandit Raider uses skill Shieldwall
10:44:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
10:44:01
SQ
-> Behavior picked: Idle (1)
10:44:01
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:44:01
SQ
* ---------------------------------------------------
10:44:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:44:01
SQ
Turn started for Bandit Raider
10:44:01
SQ
*
10:44:01
SQ
* Bandit Raider: Starting turn.
10:44:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:44:02
SQ
-> Behaviors to pick from:
Engage.Melee (109.524)(*), Defend.Shieldwall (3.06701), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (109.524)(*), Defend.Shieldwall (3.06701), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
10:44:02
SQ
-> Behavior picked: Engage.Melee (109.524)
10:44:02
SQ
* Bandit Raider: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
10:44:03
SQ
* Bandit Raider: Reached engage destination
10:44:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Attack.SplitShield (0), Attack.Split (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Attack.SplitShield (0), Attack.Split (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
10:44:03
SQ
-> Behavior picked: Idle (1)
10:44:04
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
10:44:04
SQ
* ---------------------------------------------------
10:44:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:44:04
SQ
Turn started for Bandit Raider
10:44:04
SQ
*
10:44:04
SQ
* Bandit Raider: Starting turn.
10:44:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:44:04
SQ
-> Behaviors to pick from:
Defend.Knockback (80.6311)(*), Defend.Shieldwall (54.6179)(*), Attack.Default (41.9563)(*), Defend.Riposte (35.857)(*), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Knockback (80.6311)(*), Defend.Shieldwall (54.6179)(*), Attack.Default (41.9563)(*), Defend.Riposte (35.857)(*), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
10:44:04
SQ
-> Behavior picked: Defend.Shieldwall (54.6179)
10:44:05
SQ
* Bandit Raider: Using Shieldwall!
10:44:05
SQ
Bandit Raider uses skill Shieldwall
10:44:05
SQ
-> Behaviors to pick from:
Defend.Riposte (43.6588)(*), Attack.Default (41.8944)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Rotation (0), Flee (0), BreakFree (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Retreat (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0)
Defend.Riposte (43.6588)(*), Attack.Default (41.8944)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Rotation (0), Flee (0), BreakFree (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Retreat (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0)
10:44:05
SQ
-> Behavior picked: Defend.Riposte (43.6588)
10:44:06
SQ
* Bandit Raider: Using Riposte!
10:44:06
SQ
Bandit Raider uses skill Riposte
10:44:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend (0), Retreat (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0)
Idle (1)(*), Attack.SplitShield (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend (0), Retreat (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0)
10:44:06
SQ
-> Behavior picked: Idle (1)
10:44:06
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:44:06
SQ
* ---------------------------------------------------
10:44:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:44:06
SQ
Turn started for Torleif
10:44:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:44:13
UI
equip item: 50935006
10:44:15
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
10:44:15
SQ
Torleif uses skill Impale
10:45:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:45:53
SQ
Turn started for Thorismund Balduric
10:45:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:45:58
UI
equip item: 50857584
10:46:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:46:03
SQ
Turn started for Gothart
10:46:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:46:07
UI
equip item: 50563462
10:46:11
SQ
Skill [Hidden] removed from [Gothart].
10:46:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:46:12
SQ
Turn started for Palaemon the Oldguard
10:46:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:46:15
Resource
Loading: music/bandits_01.music
10:46:15
Resource
Unloading: music/bandits_02.music
10:46:15
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
10:46:15
SQ
Palaemon the Oldguard uses skill Slash
10:46:17
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
10:46:17
SQ
Palaemon the Oldguard uses skill Slash
10:46:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:46:17
SQ
Turn started for Winrich
10:46:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:46:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:46:22
SQ
Turn started for Bjarne
10:46:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:46:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:46:26
SQ
Turn started for Svein
10:46:26
SQ
Skill [Spearwall] removed from [Svein].
10:46:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:46:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:46:31
SQ
Turn started for Alfgeir
10:46:31
SQ
Skill [Spearwall] removed from [Alfgeir].
10:46:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:46:38
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
10:46:38
SQ
Alfgeir uses skill Thrust
10:46:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:46:40
SQ
Turn started for Alantyr the Swift
10:46:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:49:30
UI
equip item: 52784541
10:49:37
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
10:49:37
SQ
Alantyr the Swift uses skill Impale
10:49:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:49:39
SQ
Turn started for Gerhard
10:49:39
SQ
Skill [Spearwall] removed from [Gerhard].
10:49:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:49:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:49:46
SQ
Turn started for Gunnar the Hound
10:49:46
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
10:49:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:49:51
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
10:49:51
SQ
Gunnar the Hound uses skill Thrust
10:49:53
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
10:49:53
SQ
Gunnar the Hound uses skill Thrust
10:49:54
SQ
INFO: Next round issued: 3
10:49:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:49:54
SQ
Turn started for Ragnar the Blade
10:49:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:50:00
UI
equip item: 50815398
10:50:03
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
10:50:03
SQ
Ragnar the Blade uses skill Impale
10:50:03
SQ
Bandit Raider has died.
10:50:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:50:04
SQ
Turn started for Torleif
10:50:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:50:07
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
10:50:07
SQ
Torleif uses skill Impale
10:50:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:50:08
SQ
Turn started for Bandit Marksman
10:50:08
SQ
*
10:50:08
SQ
* Bandit Marksman: Starting turn.
10:50:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:50:09
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
10:50:09
SQ
-> Behaviors to pick from:
Engage.Ranged (140)(*), Attack.Bow (50.4616)(*), Idle (1), Defend.Rotation (0), Roam (0), Defend (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
Engage.Ranged (140)(*), Attack.Bow (50.4616)(*), Idle (1), Defend.Rotation (0), Roam (0), Defend (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
10:50:09
SQ
-> Behavior picked: Engage.Ranged (140)
10:50:09
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Gothart (visible)
10:50:12
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
10:50:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Roam (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0)
Idle (1)(*), Defend (0), BreakFree (0), Roam (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0)
10:50:12
SQ
-> Behavior picked: Idle (1)
10:50:12
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
10:50:12
SQ
* ---------------------------------------------------
10:50:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:50:12
SQ
Turn started for Gothart
10:50:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:50:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:50:17
SQ
Turn started for Bandit Raider
10:50:17
SQ
*
10:50:17
SQ
* Bandit Raider: Starting turn.
10:50:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:50:18
SQ
-> Behaviors to pick from:
Defend.Shieldwall (127.411)(*), Attack.SplitShield (74.7883)(*), Attack.Default (36.4025)(*), Idle (1), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Rotation (0), Retreat (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Attack.Split (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0)
Defend.Shieldwall (127.411)(*), Attack.SplitShield (74.7883)(*), Attack.Default (36.4025)(*), Idle (1), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Rotation (0), Retreat (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Attack.Split (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0)
10:50:18
SQ
-> Behavior picked: Defend.Shieldwall (127.411)
10:50:18
SQ
* Bandit Raider: Using Shieldwall!
10:50:18
SQ
Bandit Raider uses skill Shieldwall
10:50:18
SQ
-> Behaviors to pick from:
Attack.SplitShield (74.4493)(*), Attack.Default (36.1735)(*), Idle (1), Attack.Decapitate (0), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Attack.SplitShield (74.4493)(*), Attack.Default (36.1735)(*), Idle (1), Attack.Decapitate (0), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
10:50:18
SQ
-> Behavior picked: Attack.SplitShield (74.4493)
10:50:19
SQ
* Bandit Raider: Using Split Shield against Palaemon the Oldguard!
10:50:19
SQ
Bandit Raider uses skill Split Shield
10:50:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0)
Idle (1)(*), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0)
10:50:19
SQ
-> Behavior picked: Idle (1)
10:50:19
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:50:19
SQ
* ---------------------------------------------------
10:50:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:50:20
SQ
Turn started for Svein
10:50:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:50:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:50:23
SQ
Turn started for Thorismund Balduric
10:50:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:50:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:50:29
SQ
Turn started for Bandit Raider
10:50:29
SQ
Skill [Shieldwall] removed from [Bandit Raider].
10:50:29
SQ
*
10:50:29
SQ
* Bandit Raider: Starting turn.
10:50:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:50:30
SQ
-> Behaviors to pick from:
Defend.Shieldwall (122.565)(*), Attack.Default (68.3327)(*), Defend.Riposte (52.7828)(*), Idle (1), Attack.KnockOut (0), Engage.Melee (0), Attack.Swing (0), Attack.Puncture (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0)
Defend.Shieldwall (122.565)(*), Attack.Default (68.3327)(*), Defend.Riposte (52.7828)(*), Idle (1), Attack.KnockOut (0), Engage.Melee (0), Attack.Swing (0), Attack.Puncture (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0)
10:50:30
SQ
-> Behavior picked: Defend.Shieldwall (122.565)
10:50:30
SQ
* Bandit Raider: Using Shieldwall!
10:50:30
SQ
Bandit Raider uses skill Shieldwall
10:50:30
SQ
-> Behaviors to pick from:
Attack.Default (68.214)(*), Defend.Riposte (63.9502)(*), Idle (1), Attack.KnockOut (0), Attack.SplitShield (0), Engage.Melee (0), BreakFree (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Attack.Default (68.214)(*), Defend.Riposte (63.9502)(*), Idle (1), Attack.KnockOut (0), Attack.SplitShield (0), Engage.Melee (0), BreakFree (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
10:50:30
SQ
-> Behavior picked: Defend.Riposte (63.9502)
10:50:31
SQ
* Bandit Raider: Using Riposte!
10:50:31
SQ
Bandit Raider uses skill Riposte
10:50:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0)
10:50:31
SQ
-> Behavior picked: Idle (1)
10:50:32
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:50:32
SQ
* ---------------------------------------------------
10:50:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:50:32
SQ
Turn started for Winrich
10:50:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:50:39
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
10:50:39
SQ
Winrich uses skill Slash
10:50:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:50:42
SQ
Turn started for Bjarne
10:50:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:50:45
SQ
Skill [Hidden] removed from [Bjarne].
10:50:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:50:46
SQ
Turn started for Palaemon the Oldguard
10:50:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:50:50
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
10:50:50
SQ
Palaemon the Oldguard uses skill Slash
10:50:52
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
10:50:52
SQ
Palaemon the Oldguard uses skill Slash
10:50:52
SQ
Bandit Raider has died.
10:50:52
SQ
Skill [Shieldwall] removed from [Bandit Raider].
10:50:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:50:52
SQ
Turn started for Bandit Raider
10:50:52
SQ
Skill [Shieldwall] removed from [Bandit Raider].
10:50:52
SQ
Skill [Riposte] removed from [Bandit Raider].
10:50:52
SQ
*
10:50:52
SQ
* Bandit Raider: Starting turn.
10:50:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:50:52
SQ
-> Behaviors to pick from:
Defend.Shieldwall (62.4333)(*), Attack.Default (57.2587)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Attack.KnockOut (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0)
Defend.Shieldwall (62.4333)(*), Attack.Default (57.2587)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Attack.KnockOut (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0)
10:50:52
SQ
-> Behavior picked: Defend.Shieldwall (62.4333)
10:50:53
SQ
* Bandit Raider: Using Shieldwall!
10:50:53
SQ
Bandit Raider uses skill Shieldwall
10:50:53
SQ
-> Behaviors to pick from:
Attack.Default (57.096)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Roam (0), BreakFree (0), Attack.Swing (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Shieldwall (0)
Attack.Default (57.096)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Roam (0), BreakFree (0), Attack.Swing (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Shieldwall (0)
10:50:53
SQ
-> Behavior picked: Attack.Default (57.096)
10:50:54
SQ
* Bandit Raider: Using Slash against Winrich!
10:50:54
SQ
Bandit Raider uses skill Slash
10:50:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Melee (0), Attack.KnockOut (0), Retreat (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Melee (0), Attack.KnockOut (0), Retreat (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Default (0)
10:50:54
SQ
-> Behavior picked: Idle (1)
10:50:54
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:50:54
SQ
* ---------------------------------------------------
10:50:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:50:54
SQ
Turn started for Alfgeir
10:50:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:50:58
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
10:50:58
SQ
Alfgeir uses skill Thrust
10:51:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:51:00
SQ
Turn started for Alantyr the Swift
10:51:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:51:05
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
10:51:05
SQ
Alantyr the Swift uses skill Impale
10:51:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:51:08
SQ
Turn started for Gerhard
10:51:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:51:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:51:13
SQ
Turn started for Gunnar the Hound
10:51:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:51:29
Resource
Loading: music/bandits_02.music
10:51:29
Resource
Unloading: music/bandits_01.music
10:51:54
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
10:51:54
SQ
Gunnar the Hound uses skill Thrust
10:51:56
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
10:51:56
SQ
Gunnar the Hound uses skill Thrust
10:51:56
SQ
INFO: Next round issued: 4
10:51:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:51:56
SQ
Turn started for Bandit Marksman
10:51:56
SQ
*
10:51:56
SQ
* Bandit Marksman: Starting turn.
10:51:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:51:57
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Attack.Puncture (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Reload (0), Retreat (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0), Engage.Ranged (0), Roam (0), Defend (0)
SwitchTo.Melee (100)(*), Idle (1), Attack.Puncture (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Reload (0), Retreat (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0), Engage.Ranged (0), Roam (0), Defend (0)
10:51:57
SQ
-> Behavior picked: SwitchTo.Melee (100)
10:51:57
SQ
* Bandit Marksman: Switching to melee weapon!
10:51:57
SQ
-> Behaviors to pick from:
Attack.Puncture (29.5666)(*), Attack.Default (13)(*), Idle (1), BreakFree (0), Defend.Rotation (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Attack.Bow (0), Defend (0), Retreat (0), Engage.Ranged (0), Roam (0), Flee (0), SwitchTo.Melee (0)
Attack.Puncture (29.5666)(*), Attack.Default (13)(*), Idle (1), BreakFree (0), Defend.Rotation (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Attack.Bow (0), Defend (0), Retreat (0), Engage.Ranged (0), Roam (0), Flee (0), SwitchTo.Melee (0)
10:51:57
SQ
-> Behavior picked: Attack.Puncture (29.5666)
10:51:58
SQ
* Bandit Marksman: Using Puncture against Svein!
10:51:58
SQ
Bandit Marksman uses skill Puncture
10:52:00
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Reload (0), Defend.Rotation (0), Engage.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0), Defend (0), Retreat (0), Attack.Default (0), Roam (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0)
Idle (1)(*), SwitchTo.Ranged (0), Reload (0), Defend.Rotation (0), Engage.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0), Defend (0), Retreat (0), Attack.Default (0), Roam (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0)
10:52:00
SQ
-> Behavior picked: Idle (1)
10:52:00
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
10:52:00
SQ
* ---------------------------------------------------
10:52:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:52:00
SQ
Turn started for Ragnar the Blade
10:52:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:52:04
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
10:52:04
SQ
Ragnar the Blade uses skill Impale
10:52:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:52:05
SQ
Turn started for Svein
10:52:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:52:08
SQ
[Svein] executes skill [Knock Back] on target [Bandit Marksman]
10:52:08
SQ
Svein uses skill Knock Back
10:52:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:52:14
SQ
Turn started for Torleif
10:52:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:52:17
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
10:52:17
SQ
Torleif uses skill Impale
10:52:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:52:19
SQ
Turn started for Gothart
10:52:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:52:23
SQ
[Gothart] executes skill [Rupture] on target [Bandit Marksman]
10:52:23
SQ
Gothart uses skill Rupture
10:52:23
SQ
Bandit Marksman has died.
10:52:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:52:25
SQ
Turn started for Thorismund Balduric
10:52:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:52:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:52:30
SQ
Turn started for Gerhard
10:52:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:52:33
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
10:52:33
SQ
Gerhard uses skill Thrust
10:52:35
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
10:52:35
SQ
Gerhard uses skill Thrust
10:52:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:52:35
SQ
Turn started for Alfgeir
10:52:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:52:38
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
10:52:38
SQ
Alfgeir uses skill Thrust
10:52:41
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
10:52:41
SQ
Alfgeir uses skill Thrust
10:52:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:52:41
SQ
Turn started for Bjarne
10:52:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:52:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:52:49
SQ
Turn started for Winrich
10:52:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:52:52
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
10:52:52
SQ
Winrich uses skill Slash
10:52:52
SQ
Bandit Raider has died.
10:52:52
SQ
Skill [Shieldwall] removed from [Bandit Raider].
10:52:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: false)
10:52:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:52:54
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
10:52:54
SQ
Winrich uses skill Slash
10:52:58
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
10:52:58
SQ
Winrich uses skill Slash
10:52:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:52:58
SQ
Turn started for Alantyr the Swift
10:52:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:53:01
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
10:53:01
SQ
Alantyr the Swift uses skill Impale
10:53:01
SQ
Bandit Raider has died.
10:53:01
SQ
Skill [Riposte] removed from [Bandit Raider].
10:53:01
SQ
Skill [Shieldwall] removed from [Bandit Raider].
10:53:01
Resource
Unloading: gfx/orientation_overlay.png
10:53:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: false)
10:53:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:53:05
Resource
Loading: music/victory_01.music
10:53:05
Resource
Unloading: music/bandits_02.music
10:54:22
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
10:54:22
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
10:54:22
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
10:54:22
SQ
World::onCombatFinished
10:54:22
SQ
TacticalState::onFinish
10:54:22
Resource
Unloading: gfx/object_0.png
10:54:22
Resource
Unloading: gfx/detail.png
10:54:22
Resource
Unloading Resource Package "Temporary Tactical Resources".
10:54:22
UI
IngameMenuScreen::UNREGISTER
10:54:22
UI
MainMenuModule::UNREGISTER
10:54:22
UI
LoadCampaignMenuModule::UNREGISTER
10:54:22
UI
SaveCampaignMenuModule::UNREGISTER
10:54:22
UI
OptionsMenuModule::UNREGISTER
10:54:22
UI
OptionsMenuModuleVideoPanel::UNREGISTER
10:54:22
UI
OptionsMenuModuleVideoPanel::UNREGISTER
10:54:22
UI
OptionsMenuModuleControlsPanel::UNREGISTER
10:54:22
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
10:54:22
UI
TacticalFleeScreen::UNREGISTER
10:54:22
UI
CharacterScreen::UNREGISTER
10:54:22
UI
CharacterScreenLeftPanelModule::UNREGISTER
10:54:22
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
10:54:22
UI
CharacterScreenPaperdollModule::UNREGISTER
10:54:22
UI
CharacterScreenSkillsModule::UNREGISTER
10:54:22
UI
CharacterScreenStatsModule::UNREGISTER
10:54:22
UI
CharacterScreenRightPanelModule::UNREGISTER
10:54:22
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
10:54:22
UI
CharacterScreenInventoryListModule::UNREGISTER
10:54:22
UI
CharacterScreenPerksModule::UNREGISTER
10:54:22
UI
CharacterScreenBrothersListModule::UNREGISTER
10:54:22
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
10:54:22
UI
TacticalScreen::UNREGISTER
10:54:22
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
10:54:22
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
10:54:22
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
10:54:22
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
10:54:22
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
10:54:22
UI
TacticalCombatResultScreen::UNREGISTER
10:54:22
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
10:54:22
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
10:54:26
Resource
Loading: music/worldmap_03.music
10:54:26
Resource
Unloading: music/victory_01.music
10:54:40
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
10:55:17
SQ
Save campaign: autosave
10:55:18
Scene
Finished saving scene.
10:55:19
SQ
WorldState::onHide
10:55:19
UI
CharacterScreen::REGISTER
10:55:19
UI
CharacterScreenLeftPanelModule::REGISTER
10:55:19
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
10:55:19
UI
CharacterScreenPaperdollModule::REGISTER
10:55:19
UI
CharacterScreenSkillsModule::REGISTER
10:55:19
UI
CharacterScreenStatsModule::REGISTER
10:55:19
UI
CharacterScreenRightPanelModule::REGISTER
10:55:19
UI
CharacterScreenRightPanelHeaderModule::REGISTER
10:55:19
UI
CharacterScreenInventoryListModule::REGISTER
10:55:19
UI
CharacterScreenPerksModule::REGISTER
10:55:19
UI
CharacterScreenBrothersListModule::REGISTER
10:55:19
UI
CharacterScreenBattleStartFooterModule::REGISTER
10:55:19
UI
TacticalFleeScreen::REGISTER
10:55:19
UI
IngameMenuScreen::REGISTER
10:55:19
UI
MainMenuModule::REGISTER
10:55:19
UI
LoadCampaignMenuModule::REGISTER
10:55:19
UI
SaveCampaignMenuModule::REGISTER
10:55:19
UI
OptionsMenuModule::REGISTER
10:55:19
UI
OptionsMenuModuleVideoPanel::REGISTER
10:55:19
UI
OptionsMenuModuleAudioPanel::REGISTER
10:55:19
UI
OptionsMenuModuleControlsPanel::REGISTER
10:55:19
UI
OptionsMenuModuleGameplayPanel::REGISTER
10:55:19
UI
TacticalCombatResultScreen::REGISTER
10:55:19
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
10:55:19
UI
TacticalCombatResultScreenLootPanel::REGISTER
10:55:19
UI
TacticalScreen::REGISTER
10:55:19
UI
TacticalScreenTurnSequenceBarModule::REGISTER
10:55:19
UI
TacticalScreenOrientationOverlayModule::REGISTER
10:55:19
UI
TacticalScreenTopbarEventLogModule::REGISTER
10:55:19
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
10:55:19
UI
TacticalScreenTopbarOptionsModule::REGISTER
10:55:19
Resource
Loading: gfx/detail.png
10:55:19
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
10:55:19
Resource
Loading: gfx/object_0.png
10:55:19
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
10:55:19
Resource
Loading: gfx/orientation_overlay.png
10:55:19
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
10:55:19
SQ
TACTICAL: STASH LOCKED: true
10:55:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:55:20
SQ
Turn started for Bandit Marksman
10:55:20
SQ
*
10:55:20
SQ
* Bandit Marksman: Starting turn.
10:55:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:55:20
SQ
INFO: Next round issued: 1
10:55:20
Resource
Started loading Resource Package "Temporary Tactical Resources".
10:55:20
Resource
Loading: sounds/combat/rupture_blood_01.wav
10:55:20
Resource
Loading: sounds/combat/rupture_blood_02.wav
10:55:20
Resource
Loading: sounds/combat/rupture_blood_03.wav
10:55:20
Resource
Loading: sounds/combat/repel_hit_01.wav
10:55:20
Resource
Loading: sounds/combat/repel_hit_02.wav
10:55:20
Resource
Loading: sounds/combat/repel_hit_03.wav
10:55:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:55:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:55:20
SQ
defensive score: 2.29277
10:55:20
SQ
defensive threshold: 2.93478
10:55:20
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (24.1875)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (24.1875)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
10:55:20
SQ
-> Behavior picked: Engage.Ranged (80)
10:55:20
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Gothart (visible)
10:55:20
SQ
defensive score: 2.29277
10:55:20
SQ
defensive threshold: 2.93478
10:55:20
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
10:55:20
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (12.5074), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Roam (0), Attack.Default (0), Defend (0), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0)
Engage.Ranged (75)(*), Attack.Bow (12.5074), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Roam (0), Attack.Default (0), Defend (0), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0)
10:55:20
SQ
-> Behavior picked: Engage.Ranged (75)
10:55:20
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (visible)
10:55:20
SQ
defensive score: 2.29277
10:55:20
SQ
defensive threshold: 2.93478
10:55:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:55:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), SwitchTo.Melee (0), Attack.Puncture (0), Reload (0), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Attack.Bow (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), SwitchTo.Melee (0), Attack.Puncture (0), Reload (0), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Attack.Bow (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Ranged (0)
10:55:20
SQ
-> Behavior picked: Idle (1)
10:55:20
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
10:55:20
SQ
* ---------------------------------------------------
10:55:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:55:20
SQ
Turn started for Bandit Marksman
10:55:20
SQ
*
10:55:20
SQ
* Bandit Marksman: Starting turn.
10:55:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:55:21
SQ
defensive score: 2.29277
10:55:21
SQ
defensive threshold: 2.93478
10:55:21
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
10:55:21
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (15.696), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (75)(*), Attack.Bow (15.696), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
10:55:21
SQ
-> Behavior picked: Engage.Ranged (75)
10:55:21
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Thorismund Balduric (not visible)
10:55:21
SQ
defensive score: 2.29277
10:55:21
SQ
defensive threshold: 2.93478
10:55:21
SQ
-> Behaviors to pick from:
Attack.Bow (12.5021)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
Attack.Bow (12.5021)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
10:55:21
SQ
-> Behavior picked: Attack.Bow (12.5021)
10:55:21
SQ
* Bandit Marksman: Using Quick Shot against Gerhard!
10:55:21
SQ
Bandit Marksman uses skill Quick Shot
10:55:23
Resource
Loading: music/bandits_02.music
10:55:23
Resource
Unloading: music/worldmap_03.music
10:55:24
SQ
defensive score: 2.29277
10:55:24
SQ
defensive threshold: 2.93478
10:55:24
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
10:55:24
SQ
-> Behavior picked: Idle (1)
10:55:24
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
10:55:24
SQ
* ---------------------------------------------------
10:55:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:55:24
SQ
Turn started for Bandit Raider
10:55:24
SQ
*
10:55:24
SQ
* Bandit Raider: Starting turn.
10:55:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:55:24
SQ
defensive score: 2.29277
10:55:24
SQ
defensive threshold: 2.93478
10:55:24
SQ
-> Behaviors to pick from:
Engage.Melee (82.5)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (82.5)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:55:24
SQ
-> Behavior picked: Engage.Melee (82.5)
10:55:25
SQ
* Bandit Raider: Engaging to melee range with Winrich (visible), accepted_distance=0
10:55:26
SQ
* Bandit Raider: Reached engage destination
10:55:26
SQ
defensive score: 2.29277
10:55:26
SQ
defensive threshold: 2.93478
10:55:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
10:55:26
SQ
-> Behavior picked: Idle (1)
10:55:26
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
10:55:26
SQ
* ---------------------------------------------------
10:55:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:55:27
SQ
Turn started for Bandit Raider
10:55:27
SQ
*
10:55:27
SQ
* Bandit Raider: Starting turn.
10:55:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:55:27
SQ
defensive score: 2.29277
10:55:27
SQ
defensive threshold: 2.93478
10:55:27
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (103.571)(*), Engage.Melee (81.7949)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (103.571)(*), Engage.Melee (81.7949)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
10:55:27
SQ
-> Behavior picked: Engage.Melee (81.7949)
10:55:27
SQ
* Bandit Raider: Engaging to melee range with Winrich (visible), accepted_distance=0
10:55:29
SQ
* Bandit Raider: Reached engage destination
10:55:29
SQ
defensive score: 2.29277
10:55:29
SQ
defensive threshold: 2.93478
10:55:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Engage.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Engage.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
10:55:29
SQ
-> Behavior picked: Idle (1)
10:55:29
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:55:29
SQ
* ---------------------------------------------------
10:55:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:55:29
SQ
Turn started for Bandit Raider
10:55:29
SQ
*
10:55:29
SQ
* Bandit Raider: Starting turn.
10:55:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:55:29
SQ
defensive score: 2.29277
10:55:29
SQ
defensive threshold: 2.93478
10:55:29
SQ
-> Behaviors to pick from:
Engage.Melee (165.264)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (165.264)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:55:29
SQ
-> Behavior picked: Engage.Melee (165.264)
10:55:30
SQ
* Bandit Raider: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
10:55:31
SQ
* Bandit Raider: Reached engage destination
10:55:31
SQ
defensive score: 2.29277
10:55:31
SQ
defensive threshold: 2.93478
10:55:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
10:55:31
SQ
-> Behavior picked: Idle (1)
10:55:31
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
10:55:31
SQ
* ---------------------------------------------------
10:55:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:55:32
SQ
Turn started for Bandit Raider
10:55:32
SQ
*
10:55:32
SQ
* Bandit Raider: Starting turn.
10:55:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:55:32
SQ
defensive score: 2.29277
10:55:32
SQ
defensive threshold: 2.93478
10:55:32
SQ
-> Behaviors to pick from:
Engage.Melee (96.25)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (96.25)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:55:32
SQ
-> Behavior picked: Engage.Melee (96.25)
10:55:32
SQ
* Bandit Raider: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
10:55:33
SQ
* Bandit Raider: Reached engage destination
10:55:33
SQ
defensive score: 2.29277
10:55:33
SQ
defensive threshold: 2.93478
10:55:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
10:55:33
SQ
-> Behavior picked: Idle (1)
10:55:34
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
10:55:34
SQ
* ---------------------------------------------------
10:55:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:55:34
SQ
Turn started for Ragnar the Blade
10:55:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:55:40
UI
equip item: 50722236
10:55:49
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Raider]
10:55:49
SQ
Ragnar the Blade uses skill Aimed Shot
10:55:51
SQ
Bandit Raider has died.
10:55:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:55:51
SQ
Turn started for Bandit Raider
10:55:51
SQ
*
10:55:51
SQ
* Bandit Raider: Starting turn.
10:55:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:55:51
SQ
defensive score: 2.32143
10:55:51
SQ
defensive threshold: 2.92683
10:55:51
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (103.571)(*), Engage.Melee (81.7143)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (103.571)(*), Engage.Melee (81.7143)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
10:55:51
SQ
-> Behavior picked: SwitchTo.Ranged (103.571)
10:55:51
SQ
* Bandit Raider: Switching to ranged weapon!
10:55:51
SQ
defensive score: 2.32143
10:55:51
SQ
defensive threshold: 2.92683
10:55:52
SQ
-> Behaviors to pick from:
Engage.Melee (85.7143)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (85.7143)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
10:55:52
SQ
-> Behavior picked: Engage.Melee (85.7143)
10:55:52
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (not visible), accepted_distance=0
10:55:52
SQ
* Bandit Raider: Reached engage destination
10:55:52
SQ
defensive score: 2.32143
10:55:52
SQ
defensive threshold: 2.92683
10:55:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
10:55:53
SQ
-> Behavior picked: Idle (1)
10:55:53
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:55:53
SQ
* ---------------------------------------------------
10:55:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:55:53
SQ
Turn started for Caravan Guard
10:55:53
SQ
*
10:55:53
SQ
* Caravan Guard: Starting turn.
10:55:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:55:53
SQ
defensive score: 3.18107
10:55:53
SQ
defensive threshold: 2.16667
10:55:53
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Roam (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Roam (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Flee (0)
10:55:53
SQ
-> Behavior picked: Defend (90)
10:55:54
SQ
TurnSequenceBar::entityWaitTurn(Caravan Guard)
10:55:54
SQ
* Caravan Guard: Waiting until others have moved!
10:55:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:55:54
SQ
Turn started for Torleif
10:55:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:55:59
UI
equip item: 50663215
10:56:09
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
10:56:09
SQ
Torleif uses skill Quick Shot
10:56:11
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
10:56:11
SQ
Torleif uses skill Quick Shot
10:56:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:56:12
SQ
Turn started for Bandit Raider
10:56:12
SQ
*
10:56:12
SQ
* Bandit Raider: Starting turn.
10:56:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:56:12
SQ
defensive score: 2.32143
10:56:12
SQ
defensive threshold: 2.92683
10:56:12
SQ
-> Behaviors to pick from:
Engage.Melee (219.959)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (219.959)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
10:56:12
SQ
-> Behavior picked: Engage.Melee (219.959)
10:56:13
SQ
* Bandit Raider: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
10:56:14
SQ
* Bandit Raider: Reached engage destination
10:56:14
SQ
defensive score: 2.32143
10:56:14
SQ
defensive threshold: 2.92683
10:56:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
10:56:14
SQ
-> Behavior picked: Idle (1)
10:56:14
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
10:56:14
SQ
* ---------------------------------------------------
10:56:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:56:14
SQ
Turn started for Thorismund Balduric
10:56:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:56:25
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
10:56:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:56:25
SQ
Turn started for Gothart
10:56:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:56:30
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
10:56:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:56:30
SQ
Turn started for Svein
10:56:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:56:36
SQ
[Svein] executes skill [Shieldwall] on target [Svein]
10:56:36
SQ
Svein uses skill Shieldwall
10:56:36
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
10:56:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
10:56:36
SQ
Turn started for Alfgeir
10:56:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
10:56:42
SQ
[Alfgeir] executes skill [Knock Back] on target [Bandit Raider]
10:56:42
SQ
Alfgeir uses skill Knock Back
10:56:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:56:44
SQ
Turn started for Bjarne
10:56:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:56:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:56:49
SQ
Turn started for Palaemon the Oldguard
10:56:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:56:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:56:57
SQ
Turn started for Winrich
10:56:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:57:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:57:04
SQ
Turn started for Gerhard
10:57:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:57:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:57:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
10:57:14
UI
equip item: 51751874
10:57:22
SQ
[Alantyr the Swift] executes skill [Aimed Shot] on target [Bandit Raider]
10:57:22
SQ
Alantyr the Swift uses skill Aimed Shot
10:57:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
10:57:23
SQ
Turn started for Gunnar the Hound
10:57:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
10:57:27
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
10:57:27
SQ
Gunnar the Hound uses skill Spearwall
10:57:27
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
10:57:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:57:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:57:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Shieldwall (0), Roam (0), Attack.Default (0), Engage.Melee (0), Flee (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Defend (0)
Idle (1)(*), Attack.Split (0), Defend.Shieldwall (0), Roam (0), Attack.Default (0), Engage.Melee (0), Flee (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Defend (0)
10:57:27
SQ
-> Behavior picked: Idle (1)
10:57:27
SQ
* Caravan Guard: Ending Turn with 9 of 9 AP left.
10:57:27
SQ
* ---------------------------------------------------
10:57:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:57:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:57:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:57:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:57:45
SQ
INFO: Next round issued: 2
10:57:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:57:46
SQ
Turn started for Bandit Raider
10:57:46
SQ
*
10:57:46
SQ
* Bandit Raider: Starting turn.
10:57:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:57:46
SQ
-> Behaviors to pick from:
Engage.Melee (100.984)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (100.984)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
10:57:46
SQ
-> Behavior picked: Engage.Melee (100.984)
10:57:46
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
10:57:48
SQ
* Bandit Raider: Reached engage destination
10:57:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
10:57:49
SQ
-> Behavior picked: Idle (1)
10:57:49
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:57:49
SQ
* ---------------------------------------------------
10:57:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:57:49
SQ
Turn started for Bandit Raider
10:57:49
SQ
*
10:57:49
SQ
* Bandit Raider: Starting turn.
10:57:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:57:50
SQ
-> Behaviors to pick from:
Attack.Default (18.8467)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
Attack.Default (18.8467)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
10:57:50
SQ
-> Behavior picked: Attack.Default (18.8467)
10:57:51
SQ
* Bandit Raider: Using Throw Javelin against Bjarne!
10:57:51
SQ
Bandit Raider uses skill Throw Javelin
10:57:53
SQ
-> Behaviors to pick from:
Attack.Default (18.5794)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
Attack.Default (18.5794)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
10:57:53
SQ
-> Behavior picked: Attack.Default (18.5794)
10:57:53
SQ
* Bandit Raider: Using Throw Javelin against Bjarne!
10:57:53
SQ
Bandit Raider uses skill Throw Javelin
10:57:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
10:57:54
SQ
-> Behavior picked: Idle (1)
10:57:54
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:57:54
SQ
* ---------------------------------------------------
10:57:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:57:55
SQ
Turn started for Bandit Raider
10:57:55
SQ
*
10:57:55
SQ
* Bandit Raider: Starting turn.
10:57:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:57:55
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (445.338)(*), Engage.Melee (87.433), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
SwitchTo.Ranged (445.338)(*), Engage.Melee (87.433), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
10:57:55
SQ
-> Behavior picked: SwitchTo.Ranged (445.338)
10:57:55
SQ
* Bandit Raider: Switching to ranged weapon!
10:57:56
SQ
-> Behaviors to pick from:
Attack.Default (41.2336)(*), Idle (1), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Attack.Default (41.2336)(*), Idle (1), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
10:57:56
SQ
-> Behavior picked: Attack.Default (41.2336)
10:57:56
SQ
* Bandit Raider: Using Throw Javelin against Torleif!
10:57:56
SQ
Bandit Raider uses skill Throw Javelin
10:57:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
Idle (1)(*), Flee (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
10:57:57
SQ
-> Behavior picked: Idle (1)
10:57:57
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:57:57
SQ
* ---------------------------------------------------
10:57:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:57:57
SQ
Turn started for Bandit Marksman
10:57:57
SQ
*
10:57:57
SQ
* Bandit Marksman: Starting turn.
10:57:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:57:58
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
10:57:58
SQ
-> Behaviors to pick from:
Engage.Ranged (366.667)(*), Attack.Bow (107.043)(*), Idle (1), Reload (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Defend (0), Defend.Rotation (0), Flee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Retreat (0)
Engage.Ranged (366.667)(*), Attack.Bow (107.043)(*), Idle (1), Reload (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Defend (0), Defend.Rotation (0), Flee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Retreat (0)
10:57:58
SQ
-> Behavior picked: Attack.Bow (107.043)
10:57:58
SQ
* Bandit Marksman: Using Aimed Shot against Gothart!
10:57:58
SQ
Bandit Marksman uses skill Aimed Shot
10:58:00
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Reload (0), Defend (0), Defend.Rotation (0), Flee (0), Attack.Bow (0), Roam (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0)
Idle (1)(*), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Reload (0), Defend (0), Defend.Rotation (0), Flee (0), Attack.Bow (0), Roam (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0)
10:58:00
SQ
-> Behavior picked: Idle (1)
10:58:00
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
10:58:00
SQ
* ---------------------------------------------------
10:58:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:58:00
SQ
Turn started for Bandit Raider
10:58:00
SQ
*
10:58:00
SQ
* Bandit Raider: Starting turn.
10:58:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:58:01
SQ
-> Behaviors to pick from:
Engage.Melee (164.714)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (164.714)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
10:58:01
SQ
-> Behavior picked: Engage.Melee (164.714)
10:58:01
SQ
* Bandit Raider: Engaging to melee range with Gothart (visible), accepted_distance=0
10:58:02
SQ
* Bandit Raider: Reached engage destination
10:58:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
10:58:02
SQ
-> Behavior picked: Idle (1)
10:58:02
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
10:58:02
SQ
* ---------------------------------------------------
10:58:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
10:58:02
SQ
Turn started for Ragnar the Blade
10:58:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
10:58:24
UI
equip item: 50815398
10:58:28
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
10:58:28
SQ
Ragnar the Blade uses skill Impale
10:58:28
SQ
Bandit Raider has died.
10:58:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
10:58:30
SQ
Turn started for Bandit Marksman
10:58:30
SQ
*
10:58:30
SQ
* Bandit Marksman: Starting turn.
10:58:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
10:58:31
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
10:58:31
SQ
-> Behaviors to pick from:
Engage.Ranged (933.333)(*), Attack.Bow (108.805), Idle (1), Reload (0), Defend (0), Flee (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
Engage.Ranged (933.333)(*), Attack.Bow (108.805), Idle (1), Reload (0), Defend (0), Flee (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
10:58:31
SQ
-> Behavior picked: Engage.Ranged (933.333)
10:58:31
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Thorismund Balduric (not visible)
10:58:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), Attack.Default (0), Reload (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Bow (0), Roam (0), Retreat (0), BreakFree (0), Engage.Ranged (0)
Idle (1)(*), Flee (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), Attack.Default (0), Reload (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Bow (0), Roam (0), Retreat (0), BreakFree (0), Engage.Ranged (0)
10:58:32
SQ
-> Behavior picked: Idle (1)
10:58:32
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
10:58:32
SQ
* ---------------------------------------------------
10:58:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:58:33
SQ
Turn started for Bandit Raider
10:58:33
SQ
*
10:58:33
SQ
* Bandit Raider: Starting turn.
10:58:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:58:33
SQ
-> Behaviors to pick from:
Defend.Shieldwall (56)(*), Attack.Default (37.2612)(*), Attack.KnockOut (33.4121)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (56)(*), Attack.Default (37.2612)(*), Attack.KnockOut (33.4121)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
10:58:33
SQ
-> Behavior picked: Attack.Default (37.2612)
10:58:34
SQ
* Bandit Raider: Using Bash against Alfgeir!
10:58:34
SQ
Bandit Raider uses skill Bash
10:58:34
SQ
-> Behaviors to pick from:
Defend.Shieldwall (55.3954)(*), Attack.Default (37.1213)(*), Attack.KnockOut (32.8698)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0)
Defend.Shieldwall (55.3954)(*), Attack.Default (37.1213)(*), Attack.KnockOut (32.8698)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0)
10:58:34
SQ
-> Behavior picked: Attack.Default (37.1213)
10:58:35
SQ
* Bandit Raider: Using Bash against Alfgeir!
10:58:35
SQ
Bandit Raider uses skill Bash
10:58:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Shieldwall (0)
10:58:35
SQ
-> Behavior picked: Idle (1)
10:58:35
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:58:35
SQ
* ---------------------------------------------------
10:58:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
10:58:35
SQ
Turn started for Torleif
10:58:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
10:58:47
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
10:58:47
SQ
Torleif uses skill Quick Shot
10:58:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
10:58:48
SQ
Turn started for Caravan Guard
10:58:48
SQ
*
10:58:48
SQ
* Caravan Guard: Starting turn.
10:58:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
10:58:48
SQ
-> Behaviors to pick from:
Engage.Melee (33)(*), Idle (1), Attack.Default (0), Defend.Spearwall (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Roam (0), Attack.Split (0)
Engage.Melee (33)(*), Idle (1), Attack.Default (0), Defend.Spearwall (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Roam (0), Attack.Split (0)
10:58:48
SQ
-> Behavior picked: Engage.Melee (33)
10:58:49
SQ
* Caravan Guard: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
10:58:50
SQ
* Caravan Guard: Reached engage destination
10:58:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Defend.Shieldwall (0), Flee (0), Roam (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Defend.Shieldwall (0), Flee (0), Roam (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Engage.Melee (0)
10:58:50
SQ
-> Behavior picked: Idle (1)
10:58:50
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
10:58:50
SQ
* ---------------------------------------------------
10:58:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
10:58:50
SQ
Turn started for Bandit Raider
10:58:50
SQ
*
10:58:50
SQ
* Bandit Raider: Starting turn.
10:58:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
10:58:51
SQ
-> Behaviors to pick from:
Attack.Default (37.5628)(*), Attack.KnockOut (33.448)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Default (37.5628)(*), Attack.KnockOut (33.448)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
10:58:51
SQ
-> Behavior picked: Attack.Default (37.5628)
10:58:51
SQ
* Bandit Raider: Using Bash against Alfgeir!
10:58:51
SQ
Bandit Raider uses skill Bash
10:58:51
SQ
-> Behaviors to pick from:
Attack.Default (37.4248)(*), Attack.KnockOut (32.9172)(*), Idle (1), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
Attack.Default (37.4248)(*), Attack.KnockOut (32.9172)(*), Idle (1), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
10:58:51
SQ
-> Behavior picked: Attack.Default (37.4248)
10:58:52
SQ
* Bandit Raider: Using Bash against Alfgeir!
10:58:52
SQ
Bandit Raider uses skill Bash
10:58:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.Default (0)
10:58:52
SQ
-> Behavior picked: Idle (1)
10:58:52
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
10:58:52
SQ
* ---------------------------------------------------
10:58:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
10:58:53
SQ
Turn started for Gerhard
10:58:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
10:58:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
10:58:58
SQ
Turn started for Winrich
10:58:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
10:59:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
10:59:16
SQ
Turn started for Thorismund Balduric
10:59:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
10:59:22
SQ
Skill [Hidden] removed from [Thorismund Balduric].
10:59:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
10:59:25
SQ
Turn started for Svein
10:59:25
SQ
Skill [Shieldwall] removed from [Svein].
10:59:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
10:59:28
SQ
[Svein] executes skill [Knock Back] on target [Bandit Raider]
10:59:28
SQ
Svein uses skill Knock Back
10:59:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
10:59:31
SQ
Turn started for Bjarne
10:59:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
10:59:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
10:59:37
SQ
Turn started for Palaemon the Oldguard
10:59:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
10:59:49
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
10:59:49
SQ
Palaemon the Oldguard uses skill Slash
10:59:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
10:59:51
SQ
Turn started for Gothart
10:59:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
10:59:55
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
10:59:55
SQ
Gothart uses skill Rupture
10:59:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
10:59:56
SQ
Turn started for Alantyr the Swift
10:59:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:00:01
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Marksman]
11:00:01
SQ
Alantyr the Swift uses skill Quick Shot
11:00:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:00:03
SQ
Turn started for Alfgeir
11:00:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:00:06
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
11:00:06
SQ
Alfgeir uses skill Thrust
11:00:07
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
11:00:07
SQ
Alfgeir uses skill Thrust
11:00:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:00:08
SQ
Turn started for Gunnar the Hound
11:00:08
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
11:00:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:00:14
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
11:00:14
SQ
Gunnar the Hound uses skill Thrust
11:00:16
SQ
INFO: Next round issued: 3
11:00:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:00:16
SQ
Turn started for Bandit Marksman
11:00:16
SQ
*
11:00:16
SQ
* Bandit Marksman: Starting turn.
11:00:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:00:17
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (26.607)(*), Idle (1), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), Flee (0), Retreat (0), Roam (0), Reload (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0)
Engage.Ranged (80)(*), Attack.Bow (26.607)(*), Idle (1), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), Flee (0), Retreat (0), Roam (0), Reload (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0)
11:00:17
SQ
-> Behavior picked: Engage.Ranged (80)
11:00:17
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
11:00:18
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:00:18
SQ
-> Behaviors to pick from:
Attack.Bow (34.8648)(*), Idle (1), Attack.Default (0), Reload (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Retreat (0), Roam (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), BreakFree (0), Engage.Ranged (0)
Attack.Bow (34.8648)(*), Idle (1), Attack.Default (0), Reload (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Retreat (0), Roam (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), BreakFree (0), Engage.Ranged (0)
11:00:18
SQ
-> Behavior picked: Attack.Bow (34.8648)
11:00:18
SQ
* Bandit Marksman: Using Quick Shot against Alantyr the Swift!
11:00:18
SQ
Bandit Marksman uses skill Quick Shot
11:00:19
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:00:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), Retreat (0), Roam (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), BreakFree (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), Retreat (0), Roam (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), BreakFree (0), Reload (0), Attack.Bow (0)
11:00:19
SQ
-> Behavior picked: Idle (1)
11:00:19
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
11:00:19
SQ
* ---------------------------------------------------
11:00:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:00:19
SQ
Turn started for Bandit Marksman
11:00:19
SQ
*
11:00:19
SQ
* Bandit Marksman: Starting turn.
11:00:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:00:19
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
11:00:19
SQ
-> Behaviors to pick from:
Engage.Ranged (320)(*), Attack.Bow (81.0257)(*), Idle (1), Engage.Melee (0), Attack.Default (0), Defend.Rotation (0), Retreat (0), SwitchTo.Melee (0), Attack.Puncture (0), BreakFree (0), Roam (0), Reload (0), SwitchTo.Ranged (0), Defend (0), Flee (0)
Engage.Ranged (320)(*), Attack.Bow (81.0257)(*), Idle (1), Engage.Melee (0), Attack.Default (0), Defend.Rotation (0), Retreat (0), SwitchTo.Melee (0), Attack.Puncture (0), BreakFree (0), Roam (0), Reload (0), SwitchTo.Ranged (0), Defend (0), Flee (0)
11:00:19
SQ
-> Behavior picked: Attack.Bow (81.0257)
11:00:20
SQ
* Bandit Marksman: Using Quick Shot against Bjarne!
11:00:20
SQ
Bandit Marksman uses skill Quick Shot
11:00:21
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
11:00:21
SQ
-> Behaviors to pick from:
Engage.Ranged (118.519)(*), Attack.Bow (49.4137)(*), Idle (1), Attack.Default (0), Reload (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Roam (0), Defend (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0)
Engage.Ranged (118.519)(*), Attack.Bow (49.4137)(*), Idle (1), Attack.Default (0), Reload (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Roam (0), Defend (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0)
11:00:21
SQ
-> Behavior picked: Engage.Ranged (118.519)
11:00:21
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gerhard (visible)
11:00:22
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:00:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Reload (0), Retreat (0), Attack.Puncture (0), Attack.Default (0), BreakFree (0), Roam (0), Defend (0), Attack.Bow (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Reload (0), Retreat (0), Attack.Puncture (0), Attack.Default (0), BreakFree (0), Roam (0), Defend (0), Attack.Bow (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0)
11:00:22
SQ
-> Behavior picked: Idle (1)
11:00:22
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
11:00:22
SQ
* ---------------------------------------------------
11:00:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:00:22
SQ
Turn started for Bandit Raider
11:00:22
SQ
*
11:00:22
SQ
* Bandit Raider: Starting turn.
11:00:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:00:22
SQ
-> Behaviors to pick from:
Attack.Default (77.3652)(*), Idle (1), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0)
Attack.Default (77.3652)(*), Idle (1), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0)
11:00:22
SQ
-> Behavior picked: Attack.Default (77.3652)
11:00:23
SQ
* Bandit Raider: Using Chop against Gothart!
11:00:23
SQ
Bandit Raider uses skill Chop
11:00:23
SQ
-> Behaviors to pick from:
Attack.Default (77.1293)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0)
Attack.Default (77.1293)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0)
11:00:23
SQ
-> Behavior picked: Attack.Default (77.1293)
11:00:24
SQ
* Bandit Raider: Using Chop against Gothart!
11:00:24
SQ
Bandit Raider uses skill Chop
11:00:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend (0), Attack.Default (0)
11:00:24
SQ
-> Behavior picked: Idle (1)
11:00:24
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:00:24
SQ
* ---------------------------------------------------
11:00:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
11:00:24
SQ
Turn started for Caravan Guard
11:00:24
SQ
*
11:00:24
SQ
* Caravan Guard: Starting turn.
11:00:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
11:00:25
SQ
-> Behaviors to pick from:
Defend.Shieldwall (285.857)(*), Attack.Default (91.4809)(*), Idle (1), Flee (0), Roam (0), BreakFree (0), Defend.Knockback (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Decapitate (0)
Defend.Shieldwall (285.857)(*), Attack.Default (91.4809)(*), Idle (1), Flee (0), Roam (0), BreakFree (0), Defend.Knockback (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Decapitate (0)
11:00:25
SQ
-> Behavior picked: Defend.Shieldwall (285.857)
11:00:25
SQ
* Caravan Guard: Using Shieldwall!
11:00:25
SQ
Caravan Guard uses skill Shieldwall
11:00:25
SQ
-> Behaviors to pick from:
Attack.Default (91.1211)(*), Idle (1), Roam (0), Attack.CrushArmor (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Flee (0), Defend.Shieldwall (0)
Attack.Default (91.1211)(*), Idle (1), Roam (0), Attack.CrushArmor (0), BreakFree (0), Defend.Knockback (0), Engage.Melee (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Flee (0), Defend.Shieldwall (0)
11:00:25
SQ
-> Behavior picked: Attack.Default (91.1211)
11:00:26
SQ
* Caravan Guard: Using Slash against Bandit Raider!
11:00:26
SQ
Caravan Guard uses skill Slash
11:00:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0)
11:00:26
SQ
-> Behavior picked: Idle (1)
11:00:27
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
11:00:27
SQ
* ---------------------------------------------------
11:00:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:00:27
SQ
Turn started for Thorismund Balduric
11:00:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:00:30
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
11:00:30
SQ
Thorismund Balduric uses skill Impale
11:00:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:00:31
SQ
Turn started for Bandit Raider
11:00:31
SQ
*
11:00:31
SQ
* Bandit Raider: Starting turn.
11:00:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:00:32
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Flee (0)
SwitchTo.Melee (100)(*), Idle (1), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Flee (0)
11:00:32
SQ
-> Behavior picked: SwitchTo.Melee (100)
11:00:32
SQ
* Bandit Raider: Switching to melee weapon!
11:00:32
SQ
-> Behaviors to pick from:
Defend.Riposte (84.9655)(*), Attack.Default (57.1484)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0)
Defend.Riposte (84.9655)(*), Attack.Default (57.1484)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0)
11:00:32
SQ
-> Behavior picked: Defend.Riposte (84.9655)
11:00:32
SQ
* Bandit Raider: Using Riposte!
11:00:32
SQ
Bandit Raider uses skill Riposte
11:00:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Default (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), Defend.Riposte (0)
Idle (1)(*), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Default (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), Defend.Riposte (0)
11:00:32
SQ
-> Behavior picked: Idle (1)
11:00:33
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:00:33
SQ
* ---------------------------------------------------
11:00:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:00:33
SQ
Turn started for Gothart
11:00:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:00:34
Resource
Loading: music/bandits_01.music
11:00:34
Resource
Unloading: music/bandits_02.music
11:00:36
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
11:00:36
SQ
Gothart uses skill Rupture
11:00:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:00:38
SQ
Turn started for Ragnar the Blade
11:00:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:00:46
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
11:00:46
SQ
Ragnar the Blade uses skill Impale
11:00:46
SQ
Bandit Raider has died.
11:00:46
SQ
Skill [Riposte] removed from [Bandit Raider].
11:00:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:00:46
SQ
Turn started for Torleif
11:00:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:00:54
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
11:00:54
SQ
Torleif uses skill Quick Shot
11:00:55
SQ
Bandit Marksman has died.
11:00:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:00:55
SQ
Turn started for Bandit Raider
11:00:55
SQ
*
11:00:55
SQ
* Bandit Raider: Starting turn.
11:00:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:00:55
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Roam (0), Defend.Rotation (0), Attack.Split (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Attack.KnockOut (0)
SwitchTo.Melee (100)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Roam (0), Defend.Rotation (0), Attack.Split (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Attack.KnockOut (0)
11:00:55
SQ
-> Behavior picked: SwitchTo.Melee (100)
11:00:56
SQ
* Bandit Raider: Switching to melee weapon!
11:00:56
SQ
-> Behaviors to pick from:
Attack.Default (62.576)(*), Idle (1), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), Roam (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0)
Attack.Default (62.576)(*), Idle (1), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), Roam (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0)
11:00:56
SQ
-> Behavior picked: Attack.Default (62.576)
11:00:56
SQ
* Bandit Raider: Using Slash against Thorismund Balduric!
11:00:56
SQ
Bandit Raider uses skill Slash
11:00:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Rotation (0), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Flee (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Rotation (0), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Flee (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Default (0)
11:00:56
SQ
-> Behavior picked: Idle (1)
11:00:56
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:00:56
SQ
* ---------------------------------------------------
11:00:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:00:57
SQ
Turn started for Gerhard
11:00:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:01:02
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Marksman]
11:01:02
SQ
Gerhard uses skill Thrust
11:01:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:01:03
SQ
Turn started for Winrich
11:01:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:01:06
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
11:01:06
SQ
Winrich uses skill Slash
11:01:08
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
11:01:08
SQ
Winrich uses skill Slash
11:01:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:01:08
SQ
Turn started for Bandit Raider
11:01:08
SQ
*
11:01:08
SQ
* Bandit Raider: Starting turn.
11:01:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:01:09
SQ
-> Behaviors to pick from:
Defend.Rotation (282.45)(*), Attack.Default (29.1615), Attack.KnockOut (16.8286), Idle (1), Defend.Spearwall (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.CrushArmor (0)
Defend.Rotation (282.45)(*), Attack.Default (29.1615), Attack.KnockOut (16.8286), Idle (1), Defend.Spearwall (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.CrushArmor (0)
11:01:09
SQ
-> Behavior picked: Defend.Rotation (282.45)
11:01:09
SQ
* Bandit Raider: Using Rotation!
11:01:09
SQ
Bandit Raider uses skill Rotation
11:01:11
SQ
-> Behaviors to pick from:
Attack.Default (22.6244)(*), Attack.KnockOut (5.75556)(*), Idle (1), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), BreakFree (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0)
Attack.Default (22.6244)(*), Attack.KnockOut (5.75556)(*), Idle (1), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), BreakFree (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0)
11:01:11
SQ
-> Behavior picked: Attack.Default (22.6244)
11:01:11
SQ
* Bandit Raider: Using Bash against Svein!
11:01:11
SQ
Bandit Raider uses skill Bash
11:01:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Retreat (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Retreat (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Default (0)
11:01:11
SQ
-> Behavior picked: Idle (1)
11:01:11
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:01:11
SQ
* ---------------------------------------------------
11:01:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:01:11
SQ
Turn started for Bandit Raider
11:01:11
SQ
*
11:01:11
SQ
* Bandit Raider: Starting turn.
11:01:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:01:12
SQ
-> Behaviors to pick from:
Defend.Shieldwall (165.687)(*), Attack.Default (32.7041), Attack.KnockOut (21.2241), Idle (1), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Rotation (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0)
Defend.Shieldwall (165.687)(*), Attack.Default (32.7041), Attack.KnockOut (21.2241), Idle (1), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Rotation (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0)
11:01:12
SQ
-> Behavior picked: Defend.Shieldwall (165.687)
11:01:12
SQ
* Bandit Raider: Using Shieldwall!
11:01:12
SQ
Bandit Raider uses skill Shieldwall
11:01:12
SQ
-> Behaviors to pick from:
Attack.Default (32.395)(*), Attack.KnockOut (20.3429)(*), Idle (1), Attack.CrushArmor (0), Retreat (0), Defend.Riposte (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0)
Attack.Default (32.395)(*), Attack.KnockOut (20.3429)(*), Idle (1), Attack.CrushArmor (0), Retreat (0), Defend.Riposte (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0)
11:01:12
SQ
-> Behavior picked: Attack.Default (32.395)
11:01:13
SQ
* Bandit Raider: Using Bash against Svein!
11:01:13
SQ
Bandit Raider uses skill Bash
11:01:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.Swing (0), Retreat (0), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Attack.Swing (0), Retreat (0), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Default (0)
11:01:13
SQ
-> Behavior picked: Idle (1)
11:01:13
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:01:13
SQ
* ---------------------------------------------------
11:01:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:01:14
SQ
Turn started for Bjarne
11:01:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:01:19
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Marksman]
11:01:19
SQ
Bjarne uses skill Cleave
11:01:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:01:20
SQ
Turn started for Svein
11:01:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:01:24
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
11:01:24
SQ
Svein uses skill Thrust
11:01:25
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
11:01:25
SQ
Svein uses skill Thrust
11:01:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:01:26
SQ
Turn started for Palaemon the Oldguard
11:01:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:01:28
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
11:01:28
SQ
Palaemon the Oldguard uses skill Slash
11:01:29
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
11:01:29
SQ
Palaemon the Oldguard uses skill Slash
11:01:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:01:30
SQ
Turn started for Alantyr the Swift
11:01:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:01:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:01:36
SQ
Turn started for Alfgeir
11:01:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:01:39
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
11:01:39
SQ
Alfgeir uses skill Thrust
11:01:40
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
11:01:40
SQ
Alfgeir uses skill Thrust
11:01:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:01:41
SQ
Turn started for Gunnar the Hound
11:01:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:01:46
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
11:01:46
SQ
Gunnar the Hound uses skill Thrust
11:01:46
SQ
Skill [Shieldwall] removed from [Bandit Raider].
11:01:48
SQ
INFO: Next round issued: 4
11:01:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:01:49
SQ
Turn started for Gothart
11:01:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:01:52
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
11:01:52
SQ
Gothart uses skill Rupture
11:01:52
SQ
Bandit Raider has died.
11:01:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: false)
11:01:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:01:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:01:56
SQ
Turn started for Bandit Marksman
11:01:56
SQ
*
11:01:56
SQ
* Bandit Marksman: Starting turn.
11:01:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:01:56
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Ranged (0), Roam (0), Defend (0), Attack.Bow (0), Flee (0), BreakFree (0), Engage.Melee (0), Reload (0), Defend.Rotation (0)
SwitchTo.Melee (100)(*), Idle (1), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Ranged (0), Roam (0), Defend (0), Attack.Bow (0), Flee (0), BreakFree (0), Engage.Melee (0), Reload (0), Defend.Rotation (0)
11:01:56
SQ
-> Behavior picked: SwitchTo.Melee (100)
11:01:57
SQ
* Bandit Marksman: Switching to melee weapon!
11:01:57
SQ
-> Behaviors to pick from:
Attack.Default (14.3079)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Defend.Rotation (0), Defend (0), Attack.Bow (0), Flee (0), Roam (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), SwitchTo.Melee (0)
Attack.Default (14.3079)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Defend.Rotation (0), Defend (0), Attack.Bow (0), Flee (0), Roam (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), SwitchTo.Melee (0)
11:01:57
SQ
-> Behavior picked: Attack.Default (14.3079)
11:01:57
SQ
* Bandit Marksman: Using Chop against Bjarne!
11:01:57
SQ
Bandit Marksman uses skill Chop
11:01:57
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), Attack.Bow (0), Flee (0), Roam (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), Attack.Bow (0), Flee (0), Roam (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0)
11:01:57
SQ
-> Behavior picked: Idle (1)
11:01:57
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
11:01:57
SQ
* ---------------------------------------------------
11:01:57
UI
ERROR: Failed to update entity. Reason: Entity id: 2818864 not found.
11:01:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:01:57
SQ
Turn started for Ragnar the Blade
11:01:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:02:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:02:02
SQ
Turn started for Torleif
11:02:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:02:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:02:04
SQ
Turn started for Bandit Raider
11:02:04
SQ
*
11:02:04
SQ
* Bandit Raider: Starting turn.
11:02:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:02:05
SQ
-> Behaviors to pick from:
Attack.Default (65.1236)(*), Idle (1), Roam (0), Attack.Decapitate (0), Defend.Rotation (0), Flee (0), Defend.Knockback (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.SplitShield (0)
Attack.Default (65.1236)(*), Idle (1), Roam (0), Attack.Decapitate (0), Defend.Rotation (0), Flee (0), Defend.Knockback (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.SplitShield (0)
11:02:05
SQ
-> Behavior picked: Attack.Default (65.1236)
11:02:05
SQ
* Bandit Raider: Using Slash against Thorismund Balduric!
11:02:05
SQ
Bandit Raider uses skill Slash
11:02:05
SQ
-> Behaviors to pick from:
Attack.Default (64.8433)(*), Idle (1), Defend.Rotation (0), Flee (0), Roam (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Decapitate (0)
Attack.Default (64.8433)(*), Idle (1), Defend.Rotation (0), Flee (0), Roam (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Decapitate (0)
11:02:05
SQ
-> Behavior picked: Attack.Default (64.8433)
11:02:06
SQ
* Bandit Raider: Using Slash against Thorismund Balduric!
11:02:06
SQ
Bandit Raider uses skill Slash
11:02:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Engage.Melee (0), Roam (0), BreakFree (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), Engage.Melee (0), Roam (0), BreakFree (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Default (0)
11:02:06
SQ
-> Behavior picked: Idle (1)
11:02:06
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:02:06
SQ
* ---------------------------------------------------
11:02:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Caravan Guard - Locked: true)
11:02:07
SQ
Turn started for Caravan Guard
11:02:07
SQ
Skill [Shieldwall] removed from [Caravan Guard].
11:02:07
SQ
*
11:02:07
SQ
* Caravan Guard: Starting turn.
11:02:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Caravan Guard)
11:02:07
SQ
-> Behaviors to pick from:
Defend.Shieldwall (102.962)(*), Engage.Melee (27.5)(*), Idle (1), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), BreakFree (0), Roam (0)
Defend.Shieldwall (102.962)(*), Engage.Melee (27.5)(*), Idle (1), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), BreakFree (0), Roam (0)
11:02:07
SQ
-> Behavior picked: Defend.Shieldwall (102.962)
11:02:08
SQ
* Caravan Guard: Using Shieldwall!
11:02:08
SQ
Caravan Guard uses skill Shieldwall
11:02:08
SQ
-> Behaviors to pick from:
Engage.Melee (30)(*), Idle (1), Defend.Spearwall (0), Attack.CrushArmor (0), Flee (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Split (0), Defend (0), Roam (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Defend.Shieldwall (0)
Engage.Melee (30)(*), Idle (1), Defend.Spearwall (0), Attack.CrushArmor (0), Flee (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Split (0), Defend (0), Roam (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Defend.Shieldwall (0)
11:02:08
SQ
-> Behavior picked: Engage.Melee (30)
11:02:09
SQ
* Caravan Guard: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
11:02:09
SQ
* Caravan Guard: Reached engage destination
11:02:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), BreakFree (0), Flee (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Roam (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0)
Idle (1)(*), Defend.Spearwall (0), BreakFree (0), Flee (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Roam (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0)
11:02:09
SQ
-> Behavior picked: Idle (1)
11:02:09
SQ
* Caravan Guard: Ending Turn with 1 of 9 AP left.
11:02:09
SQ
* ---------------------------------------------------
11:02:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:02:10
SQ
Turn started for Thorismund Balduric
11:02:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:02:12
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
11:02:12
SQ
Thorismund Balduric uses skill Impale
11:02:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:02:14
SQ
Turn started for Alantyr the Swift
11:02:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:02:17
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
11:02:17
SQ
Alantyr the Swift uses skill Quick Shot
11:02:18
SQ
Bandit Raider has died.
11:02:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:02:19
SQ
Turn started for Gerhard
11:02:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:02:21
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Marksman]
11:02:21
SQ
Gerhard uses skill Thrust
11:02:21
SQ
Bandit Marksman has died.
11:02:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:02:24
SQ
Turn started for Bjarne
11:02:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:02:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:02:27
SQ
Turn started for Winrich
11:02:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:02:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:02:33
SQ
Turn started for Svein
11:02:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:02:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:02:37
SQ
Turn started for Palaemon the Oldguard
11:02:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:02:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:02:40
SQ
Turn started for Bandit Raider
11:02:40
SQ
*
11:02:40
SQ
* Bandit Raider: Starting turn.
11:02:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:02:40
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Retreat (0), Defend.Riposte (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Swing (0), Defend.Knockback (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Default (0), Attack.Split (0)
Flee (9000)(*), Idle (1), Retreat (0), Defend.Riposte (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Swing (0), Defend.Knockback (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Default (0), Attack.Split (0)
11:02:40
SQ
-> Behavior picked: Flee (9000)
11:02:40
SQ
* Bandit Raider: Fleeing.
11:02:40
SQ
Bandit Raider has died.
11:02:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:02:41
SQ
Turn started for Alfgeir
11:02:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:02:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:02:44
SQ
Turn started for Bandit Raider
11:02:44
SQ
*
11:02:44
SQ
* Bandit Raider: Starting turn.
11:02:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:02:45
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Decapitate (0), Defend (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Knockback (0), Retreat (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0)
Flee (9000)(*), Idle (1), Attack.Decapitate (0), Defend (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Knockback (0), Retreat (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0)
11:02:45
SQ
-> Behavior picked: Flee (9000)
11:02:45
SQ
* Bandit Raider: Fleeing.
11:02:45
SQ
Bandit Raider has died.
11:02:45
Resource
Unloading: gfx/orientation_overlay.png
11:02:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:02:46
SQ
Turn started for Gunnar the Hound
11:02:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:02:49
Resource
Loading: music/victory_01.music
11:02:49
Resource
Unloading: music/bandits_01.music
11:03:08
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
11:03:08
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
11:03:08
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
11:03:08
SQ
World::onCombatFinished
11:03:08
SQ
TacticalState::onFinish
11:03:08
Resource
Unloading: gfx/object_0.png
11:03:08
Resource
Unloading: gfx/detail.png
11:03:08
Resource
Unloading Resource Package "Temporary Tactical Resources".
11:03:08
Resource
Unloading: sounds/combat/rupture_blood_01.wav
11:03:08
Resource
Unloading: sounds/combat/rupture_blood_02.wav
11:03:08
Resource
Unloading: sounds/combat/rupture_blood_03.wav
11:03:08
Resource
Unloading: sounds/combat/repel_hit_01.wav
11:03:08
Resource
Unloading: sounds/combat/repel_hit_02.wav
11:03:08
Resource
Unloading: sounds/combat/repel_hit_03.wav
11:03:08
UI
IngameMenuScreen::UNREGISTER
11:03:08
UI
MainMenuModule::UNREGISTER
11:03:08
UI
LoadCampaignMenuModule::UNREGISTER
11:03:08
UI
SaveCampaignMenuModule::UNREGISTER
11:03:08
UI
OptionsMenuModule::UNREGISTER
11:03:08
UI
OptionsMenuModuleVideoPanel::UNREGISTER
11:03:08
UI
OptionsMenuModuleVideoPanel::UNREGISTER
11:03:08
UI
OptionsMenuModuleControlsPanel::UNREGISTER
11:03:08
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
11:03:08
UI
TacticalFleeScreen::UNREGISTER
11:03:08
UI
CharacterScreen::UNREGISTER
11:03:08
UI
CharacterScreenLeftPanelModule::UNREGISTER
11:03:08
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
11:03:08
UI
CharacterScreenPaperdollModule::UNREGISTER
11:03:08
UI
CharacterScreenSkillsModule::UNREGISTER
11:03:08
UI
CharacterScreenStatsModule::UNREGISTER
11:03:08
UI
CharacterScreenRightPanelModule::UNREGISTER
11:03:08
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
11:03:08
UI
CharacterScreenInventoryListModule::UNREGISTER
11:03:08
UI
CharacterScreenPerksModule::UNREGISTER
11:03:08
UI
CharacterScreenBrothersListModule::UNREGISTER
11:03:08
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
11:03:08
UI
TacticalScreen::UNREGISTER
11:03:08
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
11:03:08
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
11:03:08
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
11:03:08
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
11:03:08
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
11:03:08
UI
TacticalCombatResultScreen::UNREGISTER
11:03:08
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
11:03:08
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
11:03:12
Resource
Loading: music/worldmap_06.music
11:03:12
Resource
Unloading: music/victory_01.music
11:03:30
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
11:03:33
UI
equip item: 54220338
11:03:35
UI
equip item: 51049157
11:03:38
UI
equip item: 50722236
11:04:05
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
11:04:19
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
11:04:37
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
11:05:01
SQ
Location entered: Schoenberg
11:05:05
Resource
Loading: music/village_01.music
11:05:05
Resource
Unloading: music/worldmap_06.music
11:06:05
SQ
contract activated: contract.errant
11:06:10
Resource
Loading: music/worldmap_07.music
11:06:10
Resource
Unloading: music/village_01.music
11:06:11
SQ
contract added: contract.destroy_inactive_location
11:06:15
SQ
contract added: contract.destroy_inactive_location
11:06:19
SQ
contract removed: contract.errant
11:06:44
SQ
contract removed: contract.destroy_inactive_location
11:06:49
SQ
contract removed: contract.errant
11:06:59
SQ
contract added: contract.destroy_inactive_location
11:07:43
SQ
contract removed: contract.destroy_inactive_location
11:07:43
SQ
contract removed: contract.errant
11:07:50
SQ
contract added: contract.escort_caravan
11:07:58
SQ
contract removed: contract.errant
11:08:01
SQ
contract added: contract.errant
11:08:01
SQ
chance to fire event: 1.00016%
11:08:09
SQ
chance to fire event: 1.88908%
11:08:11
SQ
contract added: contract.errant
11:08:16
SQ
contract added: contract.destroy_inactive_location
11:08:17
SQ
Location entered: Abandoned Graveyard
11:08:26
SQ
Save campaign: Hawksmoor's Hellions
11:08:27
Scene
Finished saving scene.
11:08:30
SQ
chance to fire event: 2.85158%
11:08:30
SQ
Location entered: Abandoned Graveyard
11:08:32
SQ
Save campaign: autosave
11:08:33
Scene
Finished saving scene.
11:08:34
SQ
WorldState::onHide
11:08:34
UI
CharacterScreen::REGISTER
11:08:34
UI
CharacterScreenLeftPanelModule::REGISTER
11:08:34
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
11:08:34
UI
CharacterScreenPaperdollModule::REGISTER
11:08:34
UI
CharacterScreenSkillsModule::REGISTER
11:08:34
UI
CharacterScreenStatsModule::REGISTER
11:08:34
UI
CharacterScreenRightPanelModule::REGISTER
11:08:34
UI
CharacterScreenRightPanelHeaderModule::REGISTER
11:08:34
UI
CharacterScreenInventoryListModule::REGISTER
11:08:34
UI
CharacterScreenPerksModule::REGISTER
11:08:34
UI
CharacterScreenBrothersListModule::REGISTER
11:08:34
UI
CharacterScreenBattleStartFooterModule::REGISTER
11:08:34
UI
TacticalFleeScreen::REGISTER
11:08:34
UI
IngameMenuScreen::REGISTER
11:08:34
UI
MainMenuModule::REGISTER
11:08:34
UI
LoadCampaignMenuModule::REGISTER
11:08:34
UI
SaveCampaignMenuModule::REGISTER
11:08:34
UI
OptionsMenuModule::REGISTER
11:08:34
UI
OptionsMenuModuleVideoPanel::REGISTER
11:08:34
UI
OptionsMenuModuleAudioPanel::REGISTER
11:08:34
UI
OptionsMenuModuleControlsPanel::REGISTER
11:08:34
UI
OptionsMenuModuleGameplayPanel::REGISTER
11:08:34
UI
TacticalCombatResultScreen::REGISTER
11:08:34
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
11:08:34
UI
TacticalCombatResultScreenLootPanel::REGISTER
11:08:34
UI
TacticalScreen::REGISTER
11:08:34
UI
TacticalScreenTurnSequenceBarModule::REGISTER
11:08:34
UI
TacticalScreenOrientationOverlayModule::REGISTER
11:08:34
UI
TacticalScreenTopbarEventLogModule::REGISTER
11:08:34
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
11:08:34
UI
TacticalScreenTopbarOptionsModule::REGISTER
11:08:34
Resource
Loading: gfx/detail.png
11:08:34
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
11:08:34
Resource
Loading: gfx/object_0.png
11:08:34
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
11:08:35
Resource
Loading: gfx/entity_1.png
11:08:35
Texture
Texture "gfx/entity_1.png" (ID: 16) took up approximately 1365kb in video memory.
11:08:35
Resource
Loading: gfx/orientation_overlay.png
11:08:35
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
11:08:35
Resource
Loading: sounds/atmosphere/forest_01.wav
11:08:35
Resource
Unloading: sounds/atmosphere/rain_02.wav
11:08:35
SQ
TACTICAL: STASH LOCKED: true
11:08:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:35
SQ
Turn started for Ghoul
11:08:35
SQ
*
11:08:35
SQ
* Ghoul: Starting turn.
11:08:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:35
SQ
INFO: Next round issued: 1
11:08:35
Resource
Started loading Resource Package "Temporary Tactical Resources".
11:08:35
Resource
Loading: sounds/enemies/zombie_hurt_01.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_hurt_02.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_hurt_03.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_hurt_04.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_hurt_05.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_hurt_06.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_hurt_07.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_death_01.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_death_02.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_death_03.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_death_04.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_death_05.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_death_06.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_rise_01.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_rise_02.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_rise_03.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_rise_04.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_idle_01.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_idle_02.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_idle_03.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_idle_04.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_idle_05.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_idle_06.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_bite_01.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_bite_02.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_bite_03.wav
11:08:35
Resource
Loading: sounds/enemies/zombie_bite_04.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_flee_01.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_hurt_02.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_hurt_03.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_death_01.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_death_02.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_death_03.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_hurt_01.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_flee_02.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_flee_03.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_idle_01.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_idle_02.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_idle_03.wav
11:08:35
Resource
Loading: sounds/enemies/orc_idle_03.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_claws_01.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_claws_02.wav
11:08:35
Resource
Loading: sounds/enemies/ghoul_claws_03.wav
11:08:35
Resource
Loading: sounds/combat/werewolf_claw_01.wav
11:08:35
Resource
Loading: sounds/combat/werewolf_claw_02.wav
11:08:35
Resource
Loading: sounds/combat/werewolf_claw_03.wav
11:08:35
Resource
Loading: sounds/enemies/gruesome_feast_01.wav
11:08:35
Resource
Loading: sounds/enemies/gruesome_feast_03.wav
11:08:35
Resource
Loading: sounds/enemies/gruesome_feast_04.wav
11:08:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:35
SQ
defensive score: 0.0141677
11:08:35
SQ
defensive threshold: 2.2
11:08:35
SQ
-> Behaviors to pick from:
Engage.Melee (110)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (110)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:35
SQ
-> Behavior picked: Engage.Melee (110)
11:08:35
SQ
* Ghoul: Engaging to melee range with Svein (not visible), accepted_distance=0
11:08:35
SQ
* Ghoul: Reached engage destination
11:08:35
SQ
defensive score: 0.0141677
11:08:35
SQ
defensive threshold: 2.2
11:08:35
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:35
SQ
-> Behavior picked: Idle (1)
11:08:35
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:08:35
SQ
* ---------------------------------------------------
11:08:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:36
SQ
Turn started for Ghoul
11:08:36
SQ
*
11:08:36
SQ
* Ghoul: Starting turn.
11:08:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:36
SQ
defensive score: 0.0141677
11:08:36
SQ
defensive threshold: 2.2
11:08:36
SQ
-> Behaviors to pick from:
Engage.Melee (220)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (220)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:36
SQ
-> Behavior picked: Engage.Melee (220)
11:08:36
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:08:36
SQ
* Ghoul: Reached engage destination
11:08:36
SQ
defensive score: 0.0141677
11:08:36
SQ
defensive threshold: 2.2
11:08:36
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:36
SQ
-> Behavior picked: Idle (1)
11:08:36
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:08:36
SQ
* ---------------------------------------------------
11:08:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:36
SQ
Turn started for Ghoul
11:08:36
SQ
*
11:08:36
SQ
* Ghoul: Starting turn.
11:08:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:37
SQ
defensive score: 0.0141677
11:08:37
SQ
defensive threshold: 2.2
11:08:37
SQ
-> Behaviors to pick from:
Engage.Melee (259.6)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (259.6)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:37
SQ
-> Behavior picked: Engage.Melee (259.6)
11:08:37
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:08:37
SQ
* Ghoul: Reached engage destination
11:08:37
SQ
defensive score: 0.0141677
11:08:37
SQ
defensive threshold: 2.2
11:08:37
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:37
SQ
-> Behavior picked: Idle (1)
11:08:37
SQ
* Ghoul: Ending Turn with 2 of 9 AP left.
11:08:37
SQ
* ---------------------------------------------------
11:08:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:37
SQ
Turn started for Ghoul
11:08:37
SQ
*
11:08:37
SQ
* Ghoul: Starting turn.
11:08:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:37
SQ
defensive score: 0.0141677
11:08:37
SQ
defensive threshold: 2.2
11:08:37
SQ
-> Behaviors to pick from:
Engage.Melee (421.094)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (421.094)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:37
SQ
-> Behavior picked: Engage.Melee (421.094)
11:08:37
SQ
* Ghoul: Engaging to melee range with Bjarne (not visible), accepted_distance=0
11:08:37
SQ
* Ghoul: Reached engage destination
11:08:37
SQ
defensive score: 0.0141677
11:08:37
SQ
defensive threshold: 2.2
11:08:38
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:38
SQ
-> Behavior picked: Idle (1)
11:08:38
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:08:38
SQ
* ---------------------------------------------------
11:08:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:38
SQ
Turn started for Ghoul
11:08:38
SQ
*
11:08:38
SQ
* Ghoul: Starting turn.
11:08:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:38
SQ
defensive score: 0.0141677
11:08:38
SQ
defensive threshold: 2.2
11:08:38
SQ
-> Behaviors to pick from:
Engage.Melee (127.188)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (127.188)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:38
SQ
-> Behavior picked: Engage.Melee (127.188)
11:08:38
SQ
* Ghoul: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:08:38
Resource
Loading: music/undead_01.music
11:08:38
Resource
Unloading: music/worldmap_07.music
11:08:39
SQ
* Ghoul: Reached engage destination
11:08:39
SQ
defensive score: 0.0141677
11:08:39
SQ
defensive threshold: 2.2
11:08:39
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:39
SQ
-> Behavior picked: Idle (1)
11:08:39
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:08:39
SQ
* ---------------------------------------------------
11:08:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:40
SQ
Turn started for Ghoul
11:08:40
SQ
*
11:08:40
SQ
* Ghoul: Starting turn.
11:08:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:40
SQ
defensive score: 0.0141677
11:08:40
SQ
defensive threshold: 2.2
11:08:40
SQ
-> Behaviors to pick from:
Engage.Melee (214.5)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (214.5)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:40
SQ
-> Behavior picked: Engage.Melee (214.5)
11:08:40
SQ
* Ghoul: Engaging to melee range with Svein (not visible), accepted_distance=0
11:08:40
SQ
* Ghoul: Reached engage destination
11:08:40
SQ
defensive score: 0.0141677
11:08:40
SQ
defensive threshold: 2.2
11:08:40
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:40
SQ
-> Behavior picked: Idle (1)
11:08:40
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:08:40
SQ
* ---------------------------------------------------
11:08:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:40
SQ
Turn started for Ghoul
11:08:40
SQ
*
11:08:40
SQ
* Ghoul: Starting turn.
11:08:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:41
SQ
defensive score: 0.0141677
11:08:41
SQ
defensive threshold: 2.2
11:08:41
SQ
-> Behaviors to pick from:
Engage.Melee (297)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (297)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:41
SQ
-> Behavior picked: Engage.Melee (297)
11:08:41
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:08:41
SQ
* Ghoul: Reached engage destination
11:08:41
SQ
defensive score: 0.0141677
11:08:41
SQ
defensive threshold: 2.2
11:08:41
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:41
SQ
-> Behavior picked: Idle (1)
11:08:41
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:08:41
SQ
* ---------------------------------------------------
11:08:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:41
SQ
Turn started for Ghoul
11:08:41
SQ
*
11:08:41
SQ
* Ghoul: Starting turn.
11:08:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:41
SQ
defensive score: 0.0141677
11:08:41
SQ
defensive threshold: 2.2
11:08:41
SQ
-> Behaviors to pick from:
Engage.Melee (258.5)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (258.5)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:41
SQ
-> Behavior picked: Engage.Melee (258.5)
11:08:41
SQ
* Ghoul: Engaging to melee range with Bjarne (not visible), accepted_distance=0
11:08:41
SQ
* Ghoul: Reached engage destination
11:08:41
SQ
defensive score: 0.0141677
11:08:41
SQ
defensive threshold: 2.2
11:08:41
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:41
SQ
-> Behavior picked: Idle (1)
11:08:41
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:08:41
SQ
* ---------------------------------------------------
11:08:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:41
SQ
Turn started for Ghoul
11:08:41
SQ
*
11:08:41
SQ
* Ghoul: Starting turn.
11:08:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:42
SQ
defensive score: 0.0141677
11:08:42
SQ
defensive threshold: 2.2
11:08:42
SQ
-> Behaviors to pick from:
Engage.Melee (231)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (231)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:42
SQ
-> Behavior picked: Engage.Melee (231)
11:08:42
SQ
* Ghoul: Engaging to melee range with Bjarne (not visible), accepted_distance=0
11:08:42
SQ
* Ghoul: Reached engage destination
11:08:42
SQ
defensive score: 0.0141677
11:08:42
SQ
defensive threshold: 2.2
11:08:42
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:42
SQ
-> Behavior picked: Idle (1)
11:08:42
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:08:42
SQ
* ---------------------------------------------------
11:08:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:42
SQ
Turn started for Ghoul
11:08:42
SQ
*
11:08:42
SQ
* Ghoul: Starting turn.
11:08:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:42
SQ
defensive score: 0.0141677
11:08:42
SQ
defensive threshold: 2.2
11:08:42
SQ
-> Behaviors to pick from:
Engage.Melee (258.5)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (258.5)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:42
SQ
-> Behavior picked: Engage.Melee (258.5)
11:08:42
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:08:43
SQ
* Ghoul: Reached engage destination
11:08:43
SQ
defensive score: 0.0141677
11:08:43
SQ
defensive threshold: 2.2
11:08:43
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:43
SQ
-> Behavior picked: Idle (1)
11:08:43
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:08:43
SQ
* ---------------------------------------------------
11:08:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:44
SQ
Turn started for Ghoul
11:08:44
SQ
*
11:08:44
SQ
* Ghoul: Starting turn.
11:08:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:44
SQ
defensive score: 0.0141677
11:08:44
SQ
defensive threshold: 2.2
11:08:44
SQ
-> Behaviors to pick from:
Engage.Melee (236.364)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (236.364)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:44
SQ
-> Behavior picked: Engage.Melee (236.364)
11:08:44
SQ
* Ghoul: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:08:44
SQ
* Ghoul: Reached engage destination
11:08:44
SQ
defensive score: 0.0141677
11:08:44
SQ
defensive threshold: 2.2
11:08:44
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:44
SQ
-> Behavior picked: Idle (1)
11:08:44
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:08:44
SQ
* ---------------------------------------------------
11:08:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:44
SQ
Turn started for Ghoul
11:08:44
SQ
*
11:08:44
SQ
* Ghoul: Starting turn.
11:08:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:45
SQ
defensive score: 0.0141677
11:08:45
SQ
defensive threshold: 2.2
11:08:45
SQ
-> Behaviors to pick from:
Engage.Melee (176)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (176)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:45
SQ
-> Behavior picked: Engage.Melee (176)
11:08:45
SQ
* Ghoul: Engaging to melee range with Svein (not visible), accepted_distance=0
11:08:45
SQ
* Ghoul: Reached engage destination
11:08:45
SQ
defensive score: 0.0141677
11:08:45
SQ
defensive threshold: 2.2
11:08:45
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:45
SQ
-> Behavior picked: Idle (1)
11:08:45
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:08:45
SQ
* ---------------------------------------------------
11:08:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:45
SQ
Turn started for Ghoul
11:08:45
SQ
*
11:08:45
SQ
* Ghoul: Starting turn.
11:08:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:45
SQ
defensive score: 0.0141677
11:08:45
SQ
defensive threshold: 2.2
11:08:45
SQ
-> Behaviors to pick from:
Engage.Melee (109.313)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (109.313)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:45
SQ
-> Behavior picked: Engage.Melee (109.313)
11:08:45
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:08:46
SQ
* Ghoul: Reached engage destination
11:08:46
SQ
defensive score: 0.0141677
11:08:46
SQ
defensive threshold: 2.2
11:08:46
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:46
SQ
-> Behavior picked: Idle (1)
11:08:47
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:08:47
SQ
* ---------------------------------------------------
11:08:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:47
SQ
Turn started for Ghoul
11:08:47
SQ
*
11:08:47
SQ
* Ghoul: Starting turn.
11:08:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:47
SQ
defensive score: 0.0141677
11:08:47
SQ
defensive threshold: 2.2
11:08:47
SQ
-> Behaviors to pick from:
Engage.Melee (203.5)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (203.5)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:47
SQ
-> Behavior picked: Engage.Melee (203.5)
11:08:47
SQ
* Ghoul: Engaging to melee range with Bjarne (not visible), accepted_distance=0
11:08:47
SQ
* Ghoul: Reached engage destination
11:08:47
SQ
defensive score: 0.0141677
11:08:47
SQ
defensive threshold: 2.2
11:08:47
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:47
SQ
-> Behavior picked: Idle (1)
11:08:47
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:08:47
SQ
* ---------------------------------------------------
11:08:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:08:47
SQ
Turn started for Ghoul
11:08:47
SQ
*
11:08:47
SQ
* Ghoul: Starting turn.
11:08:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:08:48
SQ
defensive score: 0.0141677
11:08:48
SQ
defensive threshold: 2.2
11:08:48
SQ
-> Behaviors to pick from:
Engage.Melee (186.364)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (186.364)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
11:08:48
SQ
-> Behavior picked: Engage.Melee (186.364)
11:08:48
SQ
* Ghoul: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:08:48
SQ
* Ghoul: Reached engage destination
11:08:48
SQ
defensive score: 0.0141677
11:08:48
SQ
defensive threshold: 2.2
11:08:48
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
11:08:48
SQ
-> Behavior picked: Idle (1)
11:08:48
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:08:48
SQ
* ---------------------------------------------------
11:08:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:08:48
SQ
Turn started for Ragnar the Blade
11:08:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:09:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:09:02
SQ
Turn started for Torleif
11:09:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:09:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:09:13
SQ
Turn started for Thorismund Balduric
11:09:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:09:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:09:27
SQ
Turn started for Gothart
11:09:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:09:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:09:30
SQ
Turn started for Svein
11:09:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:09:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:09:37
SQ
Turn started for Alfgeir
11:09:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:09:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:09:39
SQ
Turn started for Alantyr the Swift
11:09:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:09:44
SQ
[Alantyr the Swift] executes skill [Aimed Shot] on target [Ghoul]
11:09:44
SQ
Alantyr the Swift uses skill Aimed Shot
11:09:45
SQ
Ghoul has died.
11:09:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:09:53
SQ
Turn started for Bjarne
11:09:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:10:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:10:09
SQ
Turn started for Palaemon the Oldguard
11:10:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:10:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:10:15
SQ
Turn started for Gerhard
11:10:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:10:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:10:19
SQ
Turn started for Winrich
11:10:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:10:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:10:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:10:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:10:22
SQ
Turn started for Wiederganger
11:10:22
SQ
*
11:10:22
SQ
* Wiederganger: Starting turn.
11:10:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:10:23
SQ
defensive score: 0.0155491
11:10:23
SQ
defensive threshold: 2.25
11:10:23
SQ
-> Behaviors to pick from:
Engage.Melee (1078)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1078)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:10:23
SQ
-> Behavior picked: Engage.Melee (1078)
11:10:23
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
11:10:24
SQ
* Wiederganger: Reached engage destination
11:10:24
SQ
defensive score: 0.0155491
11:10:24
SQ
defensive threshold: 2.25
11:10:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:10:24
SQ
-> Behavior picked: Idle (1)
11:10:24
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:10:24
SQ
* ---------------------------------------------------
11:10:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:10:24
SQ
Turn started for Wiederganger
11:10:24
SQ
*
11:10:24
SQ
* Wiederganger: Starting turn.
11:10:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:10:24
SQ
defensive score: 0.0155491
11:10:24
SQ
defensive threshold: 2.25
11:10:24
SQ
-> Behaviors to pick from:
Engage.Melee (638)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (638)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:10:24
SQ
-> Behavior picked: Engage.Melee (638)
11:10:24
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:10:24
SQ
* Wiederganger: Reached engage destination
11:10:24
SQ
defensive score: 0.0155491
11:10:24
SQ
defensive threshold: 2.25
11:10:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:10:24
SQ
-> Behavior picked: Idle (1)
11:10:24
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:10:24
SQ
* ---------------------------------------------------
11:10:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:10:24
SQ
Turn started for Wiederganger
11:10:24
SQ
*
11:10:24
SQ
* Wiederganger: Starting turn.
11:10:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:10:25
SQ
defensive score: 0.0155491
11:10:25
SQ
defensive threshold: 2.25
11:10:25
SQ
-> Behaviors to pick from:
Engage.Melee (1166)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1166)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:10:25
SQ
-> Behavior picked: Engage.Melee (1166)
11:10:25
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
11:10:25
SQ
* Wiederganger: Reached engage destination
11:10:25
SQ
defensive score: 0.0155491
11:10:25
SQ
defensive threshold: 2.25
11:10:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:10:25
SQ
-> Behavior picked: Idle (1)
11:10:25
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:10:25
SQ
* ---------------------------------------------------
11:10:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:10:25
SQ
Turn started for Wiederganger
11:10:25
SQ
*
11:10:25
SQ
* Wiederganger: Starting turn.
11:10:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:10:25
SQ
defensive score: 0.0155491
11:10:25
SQ
defensive threshold: 2.25
11:10:25
SQ
-> Behaviors to pick from:
Engage.Melee (682)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (682)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:10:25
SQ
-> Behavior picked: Engage.Melee (682)
11:10:25
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
11:10:25
SQ
* Wiederganger: Reached engage destination
11:10:25
SQ
defensive score: 0.0155491
11:10:25
SQ
defensive threshold: 2.25
11:10:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:10:25
SQ
-> Behavior picked: Idle (1)
11:10:25
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:10:25
SQ
* ---------------------------------------------------
11:10:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:10:25
SQ
Turn started for Wiederganger
11:10:25
SQ
*
11:10:25
SQ
* Wiederganger: Starting turn.
11:10:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:10:26
SQ
defensive score: 0.0155491
11:10:26
SQ
defensive threshold: 2.25
11:10:26
SQ
-> Behaviors to pick from:
Engage.Melee (508.75)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (508.75)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:10:26
SQ
-> Behavior picked: Engage.Melee (508.75)
11:10:26
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:10:27
SQ
* Wiederganger: Reached engage destination
11:10:27
SQ
defensive score: 0.0155491
11:10:27
SQ
defensive threshold: 2.25
11:10:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:10:27
SQ
-> Behavior picked: Idle (1)
11:10:27
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:10:27
SQ
* ---------------------------------------------------
11:10:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:10:27
SQ
Turn started for Wiederganger
11:10:27
SQ
*
11:10:27
SQ
* Wiederganger: Starting turn.
11:10:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:10:27
SQ
defensive score: 0.0155491
11:10:27
SQ
defensive threshold: 2.25
11:10:27
SQ
-> Behaviors to pick from:
Engage.Melee (946)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (946)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:10:27
SQ
-> Behavior picked: Engage.Melee (946)
11:10:27
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
11:10:27
SQ
* Wiederganger: Reached engage destination
11:10:27
SQ
defensive score: 0.0155491
11:10:27
SQ
defensive threshold: 2.25
11:10:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:10:27
SQ
-> Behavior picked: Idle (1)
11:10:27
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:10:27
SQ
* ---------------------------------------------------
11:10:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:10:28
SQ
Turn started for Wiederganger
11:10:28
SQ
*
11:10:28
SQ
* Wiederganger: Starting turn.
11:10:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:10:28
SQ
defensive score: 0.0155491
11:10:28
SQ
defensive threshold: 2.25
11:10:28
SQ
-> Behaviors to pick from:
Engage.Melee (412.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (412.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:10:28
SQ
-> Behavior picked: Engage.Melee (412.5)
11:10:28
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:10:29
SQ
* Wiederganger: Reached engage destination
11:10:29
SQ
defensive score: 0.0155491
11:10:29
SQ
defensive threshold: 2.25
11:10:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:10:29
SQ
-> Behavior picked: Idle (1)
11:10:29
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:10:29
SQ
* ---------------------------------------------------
11:10:29
SQ
INFO: Next round issued: 2
11:10:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:29
SQ
Turn started for Ghoul
11:10:29
SQ
*
11:10:29
SQ
* Ghoul: Starting turn.
11:10:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:30
SQ
defensive score: 0.0155491
11:10:30
SQ
defensive threshold: 2.25
11:10:30
SQ
-> Behaviors to pick from:
GruesomeFeast (494.444)(*), Engage.Melee (52.0375), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (494.444)(*), Engage.Melee (52.0375), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
11:10:30
SQ
-> Behavior picked: GruesomeFeast (494.444)
11:10:30
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:10:30
SQ
defensive score: 0.0155491
11:10:30
SQ
defensive threshold: 2.25
11:10:30
SQ
-> Behaviors to pick from:
Engage.Melee (88.7172)(*), Idle (1), Retreat (0), Attack.Default (0), Defend (0), Roam (0), BreakFree (0), Flee (0), GruesomeFeast (0)
Engage.Melee (88.7172)(*), Idle (1), Retreat (0), Attack.Default (0), Defend (0), Roam (0), BreakFree (0), Flee (0), GruesomeFeast (0)
11:10:30
SQ
-> Behavior picked: Engage.Melee (88.7172)
11:10:30
SQ
* Ghoul: Engaging to melee range with Winrich (visible), accepted_distance=0
11:10:31
SQ
* Ghoul: Reached engage destination
11:10:31
SQ
defensive score: 0.0155491
11:10:31
SQ
defensive threshold: 2.25
11:10:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Defend (0), Roam (0), Flee (0), Attack.Default (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), BreakFree (0), Defend (0), Roam (0), Flee (0), Attack.Default (0), GruesomeFeast (0), Engage.Melee (0)
11:10:31
SQ
-> Behavior picked: Idle (1)
11:10:31
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:31
SQ
* ---------------------------------------------------
11:10:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:31
SQ
Turn started for Ghoul
11:10:31
SQ
*
11:10:31
SQ
* Ghoul: Starting turn.
11:10:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:32
SQ
defensive score: 0.0155491
11:10:32
SQ
defensive threshold: 2.25
11:10:32
SQ
-> Behaviors to pick from:
GruesomeFeast (500)(*), Engage.Melee (76.5658), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (500)(*), Engage.Melee (76.5658), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
11:10:32
SQ
-> Behavior picked: GruesomeFeast (500)
11:10:32
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:10:32
SQ
* Ghoul: Using Gruesome Feast!
11:10:32
SQ
Ghoul uses skill Gruesome Feast
11:10:34
SQ
defensive score: 0.0155491
11:10:34
SQ
defensive threshold: 2.25
11:10:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:34
SQ
-> Behavior picked: Idle (1)
11:10:34
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:34
SQ
* ---------------------------------------------------
11:10:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:34
SQ
Turn started for Ghoul
11:10:34
SQ
*
11:10:34
SQ
* Ghoul: Starting turn.
11:10:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:34
SQ
defensive score: 0.0155491
11:10:34
SQ
defensive threshold: 2.25
11:10:34
SQ
-> Behaviors to pick from:
Engage.Melee (284.625)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (284.625)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:34
SQ
-> Behavior picked: Engage.Melee (284.625)
11:10:34
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
11:10:34
SQ
* Ghoul: Reached engage destination
11:10:34
SQ
defensive score: 0.0155491
11:10:34
SQ
defensive threshold: 2.25
11:10:34
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:34
SQ
-> Behavior picked: Idle (1)
11:10:34
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:10:34
SQ
* ---------------------------------------------------
11:10:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:35
SQ
Turn started for Ghoul
11:10:35
SQ
*
11:10:35
SQ
* Ghoul: Starting turn.
11:10:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:35
SQ
defensive score: 0.0155491
11:10:35
SQ
defensive threshold: 2.25
11:10:35
SQ
-> Behaviors to pick from:
Engage.Melee (221.375)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (221.375)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:35
SQ
-> Behavior picked: Engage.Melee (221.375)
11:10:35
SQ
* Ghoul: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:10:35
SQ
* Ghoul: Reached engage destination
11:10:35
SQ
defensive score: 0.0155491
11:10:35
SQ
defensive threshold: 2.25
11:10:35
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:35
SQ
-> Behavior picked: Idle (1)
11:10:35
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:35
SQ
* ---------------------------------------------------
11:10:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:35
SQ
Turn started for Ghoul
11:10:35
SQ
*
11:10:35
SQ
* Ghoul: Starting turn.
11:10:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:35
SQ
defensive score: 0.0155491
11:10:35
SQ
defensive threshold: 2.25
11:10:35
SQ
-> Behaviors to pick from:
Engage.Melee (55.2359)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (55.2359)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:35
SQ
-> Behavior picked: Engage.Melee (55.2359)
11:10:35
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
11:10:37
SQ
* Ghoul: Reached engage destination
11:10:37
SQ
defensive score: 0.0155491
11:10:37
SQ
defensive threshold: 2.25
11:10:37
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:37
SQ
-> Behavior picked: Idle (1)
11:10:37
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:37
SQ
* ---------------------------------------------------
11:10:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:37
SQ
Turn started for Ghoul
11:10:37
SQ
*
11:10:37
SQ
* Ghoul: Starting turn.
11:10:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:37
SQ
defensive score: 0.0155491
11:10:37
SQ
defensive threshold: 2.25
11:10:37
SQ
-> Behaviors to pick from:
Engage.Melee (239.085)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (239.085)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:37
SQ
-> Behavior picked: Engage.Melee (239.085)
11:10:37
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:10:37
SQ
* Ghoul: Reached engage destination
11:10:37
SQ
defensive score: 0.0155491
11:10:37
SQ
defensive threshold: 2.25
11:10:37
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:37
SQ
-> Behavior picked: Idle (1)
11:10:37
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:10:37
SQ
* ---------------------------------------------------
11:10:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:37
SQ
Turn started for Ghoul
11:10:37
SQ
*
11:10:37
SQ
* Ghoul: Starting turn.
11:10:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:38
SQ
defensive score: 0.0155491
11:10:38
SQ
defensive threshold: 2.25
11:10:38
SQ
-> Behaviors to pick from:
Engage.Melee (115.273)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (115.273)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:38
SQ
-> Behavior picked: Engage.Melee (115.273)
11:10:38
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:10:39
SQ
* Ghoul: Reached engage destination
11:10:39
SQ
defensive score: 0.0155491
11:10:39
SQ
defensive threshold: 2.25
11:10:39
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:39
SQ
-> Behavior picked: Idle (1)
11:10:39
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:39
SQ
* ---------------------------------------------------
11:10:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:39
SQ
Turn started for Ghoul
11:10:39
SQ
*
11:10:39
SQ
* Ghoul: Starting turn.
11:10:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:40
SQ
defensive score: 0.0155491
11:10:40
SQ
defensive threshold: 2.25
11:10:40
SQ
-> Behaviors to pick from:
Engage.Melee (167.217)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (167.217)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:40
SQ
-> Behavior picked: Engage.Melee (167.217)
11:10:40
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
11:10:40
SQ
* Ghoul: Reached engage destination
11:10:40
SQ
defensive score: 0.0155491
11:10:40
SQ
defensive threshold: 2.25
11:10:41
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:41
SQ
-> Behavior picked: Idle (1)
11:10:41
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:10:41
SQ
* ---------------------------------------------------
11:10:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:41
SQ
Turn started for Ghoul
11:10:41
SQ
*
11:10:41
SQ
* Ghoul: Starting turn.
11:10:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:41
SQ
defensive score: 0.0155491
11:10:41
SQ
defensive threshold: 2.25
11:10:42
SQ
-> Behaviors to pick from:
Engage.Melee (65.5089)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (65.5089)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:42
SQ
-> Behavior picked: Engage.Melee (65.5089)
11:10:42
SQ
* Ghoul: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:10:43
SQ
* Ghoul: Reached engage destination
11:10:43
SQ
defensive score: 0.0155491
11:10:43
SQ
defensive threshold: 2.25
11:10:43
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:43
SQ
-> Behavior picked: Idle (1)
11:10:43
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:43
SQ
* ---------------------------------------------------
11:10:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:43
SQ
Turn started for Ghoul
11:10:43
SQ
*
11:10:43
SQ
* Ghoul: Starting turn.
11:10:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:43
SQ
defensive score: 0.0155491
11:10:43
SQ
defensive threshold: 2.25
11:10:43
SQ
-> Behaviors to pick from:
Engage.Melee (91.5461)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (91.5461)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:43
SQ
-> Behavior picked: Engage.Melee (91.5461)
11:10:43
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:10:44
SQ
* Ghoul: Reached engage destination
11:10:44
SQ
defensive score: 0.0155491
11:10:44
SQ
defensive threshold: 2.25
11:10:44
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:44
SQ
-> Behavior picked: Idle (1)
11:10:44
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:44
SQ
* ---------------------------------------------------
11:10:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:45
SQ
Turn started for Ghoul
11:10:45
SQ
*
11:10:45
SQ
* Ghoul: Starting turn.
11:10:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:45
SQ
defensive score: 0.0155491
11:10:45
SQ
defensive threshold: 2.25
11:10:45
SQ
-> Behaviors to pick from:
Engage.Melee (74.75)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (74.75)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:45
SQ
-> Behavior picked: Engage.Melee (74.75)
11:10:45
SQ
* Ghoul: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:10:46
SQ
* Ghoul: Reached engage destination
11:10:46
SQ
defensive score: 0.0155491
11:10:46
SQ
defensive threshold: 2.25
11:10:46
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:46
SQ
-> Behavior picked: Idle (1)
11:10:46
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:46
SQ
* ---------------------------------------------------
11:10:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:46
SQ
Turn started for Ghoul
11:10:46
SQ
*
11:10:46
SQ
* Ghoul: Starting turn.
11:10:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:46
SQ
defensive score: 0.0155491
11:10:46
SQ
defensive threshold: 2.25
11:10:47
SQ
-> Behaviors to pick from:
Engage.Melee (94.875)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (94.875)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:47
SQ
-> Behavior picked: Engage.Melee (94.875)
11:10:47
SQ
* Ghoul: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:10:47
SQ
* Ghoul: Reached engage destination
11:10:47
SQ
defensive score: 0.0155491
11:10:47
SQ
defensive threshold: 2.25
11:10:47
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:47
SQ
-> Behavior picked: Idle (1)
11:10:47
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:47
SQ
* ---------------------------------------------------
11:10:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:47
SQ
Turn started for Ghoul
11:10:47
SQ
*
11:10:47
SQ
* Ghoul: Starting turn.
11:10:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:47
SQ
defensive score: 0.0155491
11:10:47
SQ
defensive threshold: 2.25
11:10:47
SQ
-> Behaviors to pick from:
Engage.Melee (197.34)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (197.34)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:47
SQ
-> Behavior picked: Engage.Melee (197.34)
11:10:47
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:10:47
SQ
* Ghoul: Reached engage destination
11:10:47
SQ
defensive score: 0.0155491
11:10:47
SQ
defensive threshold: 2.25
11:10:47
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:47
SQ
-> Behavior picked: Idle (1)
11:10:47
SQ
* Ghoul: Ending Turn with 2 of 9 AP left.
11:10:47
SQ
* ---------------------------------------------------
11:10:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:10:47
SQ
Turn started for Ghoul
11:10:47
SQ
*
11:10:47
SQ
* Ghoul: Starting turn.
11:10:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:10:48
SQ
defensive score: 0.0155491
11:10:48
SQ
defensive threshold: 2.25
11:10:48
SQ
-> Behaviors to pick from:
Engage.Melee (102.465)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (102.465)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
11:10:48
SQ
-> Behavior picked: Engage.Melee (102.465)
11:10:48
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:10:49
SQ
* Ghoul: Reached engage destination
11:10:49
SQ
defensive score: 0.0155491
11:10:49
SQ
defensive threshold: 2.25
11:10:49
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
11:10:49
SQ
-> Behavior picked: Idle (1)
11:10:49
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:10:49
SQ
* ---------------------------------------------------
11:10:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:10:49
SQ
Turn started for Torleif
11:10:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:11:02
SQ
[Torleif] executes skill [Aimed Shot] on target [Ghoul]
11:11:02
SQ
Torleif uses skill Aimed Shot
11:11:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:11:04
SQ
Turn started for Ragnar the Blade
11:11:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:11:10
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Ghoul]
11:11:10
SQ
Ragnar the Blade uses skill Aimed Shot
11:11:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:11:11
SQ
Turn started for Thorismund Balduric
11:11:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:11:20
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
11:11:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:11:20
SQ
Turn started for Svein
11:11:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:11:22
SQ
[Svein] executes skill [Spearwall] on target [Svein]
11:11:22
SQ
Svein uses skill Spearwall
11:11:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:11:24
SQ
Turn started for Alfgeir
11:11:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:11:25
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
11:11:25
SQ
Alfgeir uses skill Spearwall
11:11:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:11:28
SQ
Turn started for Gothart
11:11:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:11:33
SQ
[Gothart] executes skill [Shoot Bolt] on target [Ghoul]
11:11:33
SQ
Gothart uses skill Shoot Bolt
11:11:34
SQ
[Gothart] executes skill [Reload] on target [Gothart]
11:11:34
SQ
Gothart uses skill Reload
11:11:34
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
11:11:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:11:34
SQ
Turn started for Palaemon the Oldguard
11:11:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:11:37
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
11:11:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:11:38
SQ
Turn started for Gerhard
11:11:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:11:40
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
11:11:40
SQ
Gerhard uses skill Spearwall
11:11:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:11:42
SQ
Turn started for Winrich
11:11:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:11:44
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
11:11:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:11:45
SQ
Turn started for Gunnar the Hound
11:11:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:11:47
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
11:11:47
SQ
Gunnar the Hound uses skill Spearwall
11:11:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:11:49
SQ
Turn started for Bjarne
11:11:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:11:51
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
11:11:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:11:51
SQ
Turn started for Wiederganger
11:11:51
SQ
*
11:11:51
SQ
* Wiederganger: Starting turn.
11:11:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:11:52
SQ
defensive score: 0.0155491
11:11:52
SQ
defensive threshold: 2.25
11:11:52
SQ
-> Behaviors to pick from:
Engage.Melee (1012)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1012)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:11:52
SQ
-> Behavior picked: Engage.Melee (1012)
11:11:52
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
11:11:52
SQ
* Wiederganger: Reached engage destination
11:11:52
SQ
defensive score: 0.0155491
11:11:52
SQ
defensive threshold: 2.25
11:11:52
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:11:52
SQ
-> Behavior picked: Idle (1)
11:11:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:11:52
SQ
* ---------------------------------------------------
11:11:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:11:52
SQ
Turn started for Alantyr the Swift
11:11:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:12:02
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
11:12:02
SQ
Alantyr the Swift uses skill Quick Shot
11:12:04
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
11:12:04
SQ
Alantyr the Swift uses skill Quick Shot
11:12:04
SQ
Ghoul has died.
11:12:11
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
11:12:11
SQ
Alantyr the Swift uses skill Quick Shot
11:12:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:12:12
SQ
Turn started for Wiederganger
11:12:12
SQ
*
11:12:12
SQ
* Wiederganger: Starting turn.
11:12:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:12:12
SQ
defensive score: 0.0171429
11:12:12
SQ
defensive threshold: 2.30769
11:12:12
SQ
-> Behaviors to pick from:
Engage.Melee (581.9)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (581.9)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:12:12
SQ
-> Behavior picked: Engage.Melee (581.9)
11:12:12
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:12:12
SQ
* Wiederganger: Reached engage destination
11:12:12
SQ
defensive score: 0.0171429
11:12:12
SQ
defensive threshold: 2.30769
11:12:12
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:12:12
SQ
-> Behavior picked: Idle (1)
11:12:12
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
11:12:12
SQ
* ---------------------------------------------------
11:12:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:12:12
SQ
Turn started for Wiederganger
11:12:12
SQ
*
11:12:12
SQ
* Wiederganger: Starting turn.
11:12:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:12:13
SQ
defensive score: 0.0171429
11:12:13
SQ
defensive threshold: 2.30769
11:12:13
SQ
-> Behaviors to pick from:
Engage.Melee (986.7)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (986.7)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:12:13
SQ
-> Behavior picked: Engage.Melee (986.7)
11:12:13
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
11:12:13
SQ
* Wiederganger: Reached engage destination
11:12:13
SQ
defensive score: 0.0171429
11:12:13
SQ
defensive threshold: 2.30769
11:12:13
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:12:13
SQ
-> Behavior picked: Idle (1)
11:12:13
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:12:13
SQ
* ---------------------------------------------------
11:12:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:12:13
SQ
Turn started for Wiederganger
11:12:13
SQ
*
11:12:13
SQ
* Wiederganger: Starting turn.
11:12:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:12:13
SQ
defensive score: 0.0171429
11:12:13
SQ
defensive threshold: 2.30769
11:12:13
SQ
-> Behaviors to pick from:
Engage.Melee (1012)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1012)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:12:13
SQ
-> Behavior picked: Engage.Melee (1012)
11:12:13
SQ
* Wiederganger: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:12:13
SQ
* Wiederganger: Reached engage destination
11:12:13
SQ
defensive score: 0.0171429
11:12:13
SQ
defensive threshold: 2.30769
11:12:13
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:12:13
SQ
-> Behavior picked: Idle (1)
11:12:13
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:12:13
SQ
* ---------------------------------------------------
11:12:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:12:14
SQ
Turn started for Wiederganger
11:12:14
SQ
*
11:12:14
SQ
* Wiederganger: Starting turn.
11:12:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:12:14
SQ
defensive score: 0.0171429
11:12:14
SQ
defensive threshold: 2.30769
11:12:14
SQ
-> Behaviors to pick from:
Engage.Melee (733.7)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (733.7)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:12:14
SQ
-> Behavior picked: Engage.Melee (733.7)
11:12:15
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:12:16
SQ
* Wiederganger: Reached engage destination
11:12:17
SQ
defensive score: 0.0171429
11:12:17
SQ
defensive threshold: 2.30769
11:12:17
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:12:17
SQ
-> Behavior picked: Idle (1)
11:12:17
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:12:17
SQ
* ---------------------------------------------------
11:12:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:12:17
SQ
Turn started for Wiederganger
11:12:17
SQ
*
11:12:17
SQ
* Wiederganger: Starting turn.
11:12:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:12:18
SQ
defensive score: 0.0171429
11:12:18
SQ
defensive threshold: 2.30769
11:12:18
SQ
-> Behaviors to pick from:
Engage.Melee (860.2)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (860.2)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:12:18
SQ
-> Behavior picked: Engage.Melee (860.2)
11:12:18
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:12:18
SQ
* Wiederganger: Reached engage destination
11:12:18
SQ
defensive score: 0.0171429
11:12:18
SQ
defensive threshold: 2.30769
11:12:18
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:12:18
SQ
-> Behavior picked: Idle (1)
11:12:18
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:12:18
SQ
* ---------------------------------------------------
11:12:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:12:18
SQ
Turn started for Wiederganger
11:12:18
SQ
*
11:12:18
SQ
* Wiederganger: Starting turn.
11:12:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:12:18
SQ
defensive score: 0.0171429
11:12:18
SQ
defensive threshold: 2.30769
11:12:19
SQ
-> Behaviors to pick from:
Engage.Melee (885.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (885.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:12:19
SQ
-> Behavior picked: Engage.Melee (885.5)
11:12:19
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
11:12:20
SQ
* Wiederganger: Reached engage destination
11:12:20
SQ
defensive score: 0.0171429
11:12:20
SQ
defensive threshold: 2.30769
11:12:20
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:12:20
SQ
-> Behavior picked: Idle (1)
11:12:20
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:12:20
SQ
* ---------------------------------------------------
11:12:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:12:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:12:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:12:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:12:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:12:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:12:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:12:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:12:31
SQ
INFO: Next round issued: 3
11:12:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:32
SQ
Turn started for Ghoul
11:12:32
SQ
*
11:12:32
SQ
* Ghoul: Starting turn.
11:12:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:32
SQ
defensive score: 0.0171429
11:12:32
SQ
defensive threshold: 2.30769
11:12:32
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (101.756), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (455.556)(*), Engage.Melee (101.756), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:32
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:12:32
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:33
SQ
defensive score: 0.0171429
11:12:33
SQ
defensive threshold: 2.30769
11:12:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:33
SQ
-> Behavior picked: Idle (1)
11:12:33
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:12:33
SQ
* ---------------------------------------------------
11:12:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:33
SQ
Turn started for Ghoul
11:12:33
SQ
*
11:12:33
SQ
* Ghoul: Starting turn.
11:12:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:34
SQ
defensive score: 0.0171429
11:12:34
SQ
defensive threshold: 2.30769
11:12:34
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (114.583)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (455.556)(*), Engage.Melee (114.583)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:34
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:12:34
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:35
SQ
defensive score: 0.0171429
11:12:35
SQ
defensive threshold: 2.30769
11:12:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:35
SQ
-> Behavior picked: Idle (1)
11:12:35
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:35
SQ
* ---------------------------------------------------
11:12:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:35
SQ
Turn started for Ghoul
11:12:35
SQ
*
11:12:35
SQ
* Ghoul: Starting turn.
11:12:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:36
SQ
defensive score: 0.0171429
11:12:36
SQ
defensive threshold: 2.30769
11:12:36
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (129.643)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (455.556)(*), Engage.Melee (129.643)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:36
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:12:36
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:36
SQ
defensive score: 0.0171429
11:12:36
SQ
defensive threshold: 2.30769
11:12:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:37
SQ
-> Behavior picked: Idle (1)
11:12:37
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:37
SQ
* ---------------------------------------------------
11:12:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:37
SQ
Turn started for Ghoul
11:12:37
SQ
*
11:12:37
SQ
* Ghoul: Starting turn.
11:12:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:37
SQ
defensive score: 0.0171429
11:12:37
SQ
defensive threshold: 2.30769
11:12:37
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (79.5536), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (455.556)(*), Engage.Melee (79.5536), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:37
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:12:37
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:38
SQ
defensive score: 0.0171429
11:12:38
SQ
defensive threshold: 2.30769
11:12:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:38
SQ
-> Behavior picked: Idle (1)
11:12:38
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:38
SQ
* ---------------------------------------------------
11:12:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:38
SQ
Turn started for Ghoul
11:12:38
SQ
*
11:12:38
SQ
* Ghoul: Starting turn.
11:12:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:39
SQ
defensive score: 0.0171429
11:12:39
SQ
defensive threshold: 2.30769
11:12:39
SQ
-> Behaviors to pick from:
Engage.Melee (84.15)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), GruesomeFeast (0), Attack.Default (0), BreakFree (0)
Engage.Melee (84.15)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), GruesomeFeast (0), Attack.Default (0), BreakFree (0)
11:12:39
SQ
-> Behavior picked: Engage.Melee (84.15)
11:12:39
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
11:12:40
SQ
* Ghoul: Reached engage destination
11:12:40
SQ
defensive score: 0.0162857
11:12:40
SQ
defensive threshold: 2.30769
11:12:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), GruesomeFeast (0), Roam (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Defend (0), GruesomeFeast (0), Roam (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0), Engage.Melee (0)
11:12:40
SQ
-> Behavior picked: Idle (1)
11:12:40
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:40
SQ
* ---------------------------------------------------
11:12:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:41
SQ
Turn started for Ghoul
11:12:41
SQ
*
11:12:41
SQ
* Ghoul: Starting turn.
11:12:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:41
SQ
defensive score: 0.0162857
11:12:41
SQ
defensive threshold: 2.30769
11:12:41
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (88.6875), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (455.556)(*), Engage.Melee (88.6875), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:41
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:12:41
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:42
SQ
defensive score: 0.0162857
11:12:42
SQ
defensive threshold: 2.30769
11:12:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:42
SQ
-> Behavior picked: Idle (1)
11:12:42
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:42
SQ
* ---------------------------------------------------
11:12:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:43
SQ
Turn started for Ghoul
11:12:43
SQ
*
11:12:43
SQ
* Ghoul: Starting turn.
11:12:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:43
SQ
defensive score: 0.0162857
11:12:43
SQ
defensive threshold: 2.30769
11:12:43
SQ
-> Behaviors to pick from:
GruesomeFeast (277.778)(*), Engage.Melee (77.7857)(*), Idle (1), Roam (0), Flee (0), BreakFree (0), Attack.Default (0), Defend (0), Retreat (0)
GruesomeFeast (277.778)(*), Engage.Melee (77.7857)(*), Idle (1), Roam (0), Flee (0), BreakFree (0), Attack.Default (0), Defend (0), Retreat (0)
11:12:43
SQ
-> Behavior picked: Engage.Melee (77.7857)
11:12:44
SQ
* Ghoul: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:12:44
SQ
* Ghoul: Reached engage destination
11:12:44
SQ
defensive score: 0.0162857
11:12:44
SQ
defensive threshold: 2.30769
11:12:44
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Attack.Default (0), Defend (0), Retreat (0), GruesomeFeast (0)
Idle (1)(*), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Attack.Default (0), Defend (0), Retreat (0), GruesomeFeast (0)
11:12:44
SQ
-> Behavior picked: Idle (1)
11:12:45
SQ
* Ghoul: Ending Turn with 2 of 9 AP left.
11:12:45
SQ
* ---------------------------------------------------
11:12:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:45
SQ
Turn started for Ghoul
11:12:45
SQ
*
11:12:45
SQ
* Ghoul: Starting turn.
11:12:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:45
SQ
defensive score: 0.0162857
11:12:45
SQ
defensive threshold: 2.30769
11:12:45
SQ
-> Behaviors to pick from:
GruesomeFeast (416.667)(*), Engage.Melee (45.3465), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (416.667)(*), Engage.Melee (45.3465), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:45
SQ
-> Behavior picked: GruesomeFeast (416.667)
11:12:46
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:47
SQ
defensive score: 0.0162857
11:12:47
SQ
defensive threshold: 2.30769
11:12:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:47
SQ
-> Behavior picked: Idle (1)
11:12:47
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:47
SQ
* ---------------------------------------------------
11:12:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:47
SQ
Turn started for Ghoul
11:12:47
SQ
*
11:12:47
SQ
* Ghoul: Starting turn.
11:12:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:47
SQ
defensive score: 0.0162857
11:12:47
SQ
defensive threshold: 2.30769
11:12:47
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (354.75)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (455.556)(*), Engage.Melee (354.75)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:47
SQ
-> Behavior picked: Engage.Melee (354.75)
11:12:47
SQ
* Ghoul: Engaging to melee range with Bjarne (not visible), accepted_distance=0
11:12:47
SQ
* Ghoul: Reached engage destination
11:12:47
SQ
defensive score: 0.0162857
11:12:47
SQ
defensive threshold: 2.30769
11:12:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:48
SQ
-> Behavior picked: Idle (1)
11:12:48
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:48
SQ
* ---------------------------------------------------
11:12:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:48
SQ
Turn started for Ghoul
11:12:48
SQ
*
11:12:48
SQ
* Ghoul: Starting turn.
11:12:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:48
SQ
defensive score: 0.0162857
11:12:48
SQ
defensive threshold: 2.30769
11:12:48
SQ
-> Behaviors to pick from:
GruesomeFeast (350)(*), Engage.Melee (72.6389), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (350)(*), Engage.Melee (72.6389), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:48
SQ
-> Behavior picked: GruesomeFeast (350)
11:12:48
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:49
SQ
defensive score: 0.0162857
11:12:49
SQ
defensive threshold: 2.30769
11:12:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:49
SQ
-> Behavior picked: Idle (1)
11:12:49
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:49
SQ
* ---------------------------------------------------
11:12:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:49
SQ
Turn started for Ghoul
11:12:49
SQ
*
11:12:49
SQ
* Ghoul: Starting turn.
11:12:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:50
SQ
defensive score: 0.0162857
11:12:50
SQ
defensive threshold: 2.30769
11:12:50
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (94.875), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (455.556)(*), Engage.Melee (94.875), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:50
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:12:50
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:51
SQ
defensive score: 0.0162857
11:12:51
SQ
defensive threshold: 2.30769
11:12:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:51
SQ
-> Behavior picked: Idle (1)
11:12:51
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:51
SQ
* ---------------------------------------------------
11:12:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:51
SQ
Turn started for Ghoul
11:12:51
SQ
*
11:12:51
SQ
* Ghoul: Starting turn.
11:12:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:52
SQ
defensive score: 0.0162857
11:12:52
SQ
defensive threshold: 2.30769
11:12:52
SQ
-> Behaviors to pick from:
GruesomeFeast (277.778)(*), Engage.Melee (82.6049)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
GruesomeFeast (277.778)(*), Engage.Melee (82.6049)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), Attack.Default (0), BreakFree (0)
11:12:52
SQ
-> Behavior picked: GruesomeFeast (277.778)
11:12:52
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:53
SQ
defensive score: 0.0162857
11:12:53
SQ
defensive threshold: 2.30769
11:12:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), GruesomeFeast (0)
11:12:53
SQ
-> Behavior picked: Idle (1)
11:12:53
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:53
SQ
* ---------------------------------------------------
11:12:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:12:53
SQ
Turn started for Ghoul
11:12:54
SQ
*
11:12:54
SQ
* Ghoul: Starting turn.
11:12:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:12:54
SQ
defensive score: 0.0162857
11:12:54
SQ
defensive threshold: 2.30769
11:12:54
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (94.0789), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
GruesomeFeast (455.556)(*), Engage.Melee (94.0789), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
11:12:54
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:12:54
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:12:55
SQ
defensive score: 0.0162857
11:12:55
SQ
defensive threshold: 2.30769
11:12:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), BreakFree (0), Engage.Melee (0), Flee (0), Retreat (0), Attack.Default (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), BreakFree (0), Engage.Melee (0), Flee (0), Retreat (0), Attack.Default (0), GruesomeFeast (0)
11:12:55
SQ
-> Behavior picked: Idle (1)
11:12:55
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:12:55
SQ
* ---------------------------------------------------
11:12:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:12:55
SQ
Turn started for Ragnar the Blade
11:12:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:13:03
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
11:13:03
SQ
Ragnar the Blade uses skill Quick Shot
11:13:05
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
11:13:05
SQ
Ragnar the Blade uses skill Quick Shot
11:13:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:13:05
SQ
Turn started for Torleif
11:13:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:13:10
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
11:13:10
SQ
Torleif uses skill Quick Shot
11:13:10
SQ
Ghoul has died.
11:13:17
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
11:13:17
SQ
Torleif uses skill Quick Shot
11:13:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:13:18
SQ
Turn started for Thorismund Balduric
11:13:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:13:25
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Ghoul]
11:13:25
SQ
Thorismund Balduric uses skill Shoot Bolt
11:13:26
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
11:13:26
SQ
Thorismund Balduric uses skill Reload
11:13:26
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
11:13:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:13:27
SQ
Turn started for Gothart
11:13:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:13:33
SQ
[Gothart] executes skill [Shoot Bolt] on target [Ghoul]
11:13:33
SQ
Gothart uses skill Shoot Bolt
11:13:34
SQ
[Gothart] executes skill [Reload] on target [Gothart]
11:13:34
SQ
Gothart uses skill Reload
11:13:34
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
11:13:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:13:35
SQ
Turn started for Bjarne
11:13:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:13:37
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
11:13:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:13:37
SQ
Turn started for Winrich
11:13:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:13:39
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
11:13:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:13:39
SQ
Turn started for Palaemon the Oldguard
11:13:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:13:40
Resource
Loading: music/undead_02.music
11:13:40
Resource
Unloading: music/undead_01.music
11:13:42
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Ghoul]
11:13:42
SQ
Palaemon the Oldguard uses skill Slash
11:13:43
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Ghoul]
11:13:43
SQ
Palaemon the Oldguard uses skill Slash
11:13:43
SQ
Ghoul has died.
11:13:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:13:44
SQ
Turn started for Svein
11:13:44
SQ
Skill [Spearwall] removed from [Svein].
11:13:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:13:49
SQ
[Svein] executes skill [Spearwall] on target [Svein]
11:13:49
SQ
Svein uses skill Spearwall
11:13:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:13:51
SQ
Turn started for Wiederganger
11:13:51
SQ
*
11:13:51
SQ
* Wiederganger: Starting turn.
11:13:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:13:51
SQ
defensive score: 0.0164609
11:13:51
SQ
defensive threshold: 2.45455
11:13:51
SQ
-> Behaviors to pick from:
Engage.Melee (1155)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (1155)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:13:51
SQ
-> Behavior picked: Engage.Melee (1155)
11:13:51
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:13:51
SQ
* Wiederganger: Reached engage destination
11:13:51
SQ
defensive score: 0.0164609
11:13:51
SQ
defensive threshold: 2.45455
11:13:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:13:51
SQ
-> Behavior picked: Idle (1)
11:13:51
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:13:51
SQ
* ---------------------------------------------------
11:13:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:13:51
SQ
Turn started for Wiederganger
11:13:51
SQ
*
11:13:51
SQ
* Wiederganger: Starting turn.
11:13:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:13:51
SQ
defensive score: 0.0164609
11:13:51
SQ
defensive threshold: 2.45455
11:13:51
SQ
-> Behaviors to pick from:
Engage.Melee (495)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (495)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:13:51
SQ
-> Behavior picked: Engage.Melee (495)
11:13:51
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:13:51
SQ
* Wiederganger: Reached engage destination
11:13:51
SQ
defensive score: 0.0164609
11:13:51
SQ
defensive threshold: 2.45455
11:13:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:13:52
SQ
-> Behavior picked: Idle (1)
11:13:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:13:52
SQ
* ---------------------------------------------------
11:13:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:13:52
SQ
Turn started for Wiederganger
11:13:52
SQ
*
11:13:52
SQ
* Wiederganger: Starting turn.
11:13:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:13:52
SQ
defensive score: 0.0164609
11:13:52
SQ
defensive threshold: 2.45455
11:13:52
SQ
-> Behaviors to pick from:
Engage.Melee (726)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (726)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:13:52
SQ
-> Behavior picked: Engage.Melee (726)
11:13:52
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
11:13:52
SQ
* Wiederganger: Reached engage destination
11:13:52
SQ
defensive score: 0.0164609
11:13:52
SQ
defensive threshold: 2.45455
11:13:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:13:52
SQ
-> Behavior picked: Idle (1)
11:13:52
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
11:13:52
SQ
* ---------------------------------------------------
11:13:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:13:52
SQ
Turn started for Alfgeir
11:13:52
SQ
Skill [Spearwall] removed from [Alfgeir].
11:13:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:13:54
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
11:13:54
SQ
Alfgeir uses skill Spearwall
11:13:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:13:55
SQ
Turn started for Gerhard
11:13:55
SQ
Skill [Spearwall] removed from [Gerhard].
11:13:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:13:57
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
11:13:57
SQ
Gerhard uses skill Spearwall
11:13:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:13:58
SQ
Turn started for Wiederganger
11:13:58
SQ
*
11:13:58
SQ
* Wiederganger: Starting turn.
11:13:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:13:59
SQ
defensive score: 0.0164609
11:13:59
SQ
defensive threshold: 2.45455
11:13:59
SQ
-> Behaviors to pick from:
Engage.Melee (721.875)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (721.875)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:13:59
SQ
-> Behavior picked: Engage.Melee (721.875)
11:13:59
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
11:13:59
SQ
* Wiederganger: Reached engage destination
11:13:59
SQ
defensive score: 0.0164609
11:13:59
SQ
defensive threshold: 2.45455
11:13:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:13:59
SQ
-> Behavior picked: Idle (1)
11:14:00
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:14:00
SQ
* ---------------------------------------------------
11:14:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:14:00
SQ
Turn started for Gunnar the Hound
11:14:00
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
11:14:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:14:02
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
11:14:02
SQ
Gunnar the Hound uses skill Spearwall
11:14:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:14:04
SQ
Turn started for Wiederganger
11:14:04
SQ
*
11:14:04
SQ
* Wiederganger: Starting turn.
11:14:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:14:04
SQ
defensive score: 0.0164609
11:14:04
SQ
defensive threshold: 2.45455
11:14:04
SQ
-> Behaviors to pick from:
Engage.Melee (440)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (440)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:14:04
SQ
-> Behavior picked: Engage.Melee (440)
11:14:04
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:14:04
SQ
* Wiederganger: Reached engage destination
11:14:04
SQ
defensive score: 0.0164609
11:14:04
SQ
defensive threshold: 2.45455
11:14:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:14:04
SQ
-> Behavior picked: Idle (1)
11:14:04
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:14:04
SQ
* ---------------------------------------------------
11:14:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:14:04
SQ
Turn started for Wiederganger
11:14:04
SQ
*
11:14:04
SQ
* Wiederganger: Starting turn.
11:14:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:14:05
SQ
defensive score: 0.0164609
11:14:05
SQ
defensive threshold: 2.45455
11:14:05
SQ
-> Behaviors to pick from:
Engage.Melee (759)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (759)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:14:05
SQ
-> Behavior picked: Engage.Melee (759)
11:14:05
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:14:05
SQ
* Wiederganger: Reached engage destination
11:14:05
SQ
defensive score: 0.0164609
11:14:05
SQ
defensive threshold: 2.45455
11:14:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:14:05
SQ
-> Behavior picked: Idle (1)
11:14:05
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:14:05
SQ
* ---------------------------------------------------
11:14:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:14:05
SQ
Turn started for Wiederganger
11:14:05
SQ
*
11:14:05
SQ
* Wiederganger: Starting turn.
11:14:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:14:05
SQ
defensive score: 0.0164609
11:14:05
SQ
defensive threshold: 2.45455
11:14:05
SQ
-> Behaviors to pick from:
Engage.Melee (390)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (390)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:14:05
SQ
-> Behavior picked: Engage.Melee (390)
11:14:05
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:14:06
SQ
* Wiederganger: Reached engage destination
11:14:06
SQ
defensive score: 0.0164609
11:14:06
SQ
defensive threshold: 2.45455
11:14:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:14:06
SQ
-> Behavior picked: Idle (1)
11:14:06
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:14:06
SQ
* ---------------------------------------------------
11:14:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:14:06
SQ
Turn started for Alantyr the Swift
11:14:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:14:13
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
11:14:13
SQ
Alantyr the Swift uses skill Quick Shot
11:14:19
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
11:14:19
SQ
Alantyr the Swift uses skill Quick Shot
11:14:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:14:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:14:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:14:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:14:24
SQ
INFO: Next round issued: 4
11:14:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:24
SQ
Turn started for Ghoul
11:14:24
SQ
*
11:14:24
SQ
* Ghoul: Starting turn.
11:14:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:25
SQ
defensive score: 0.0164609
11:14:25
SQ
defensive threshold: 2.45455
11:14:25
SQ
-> Behaviors to pick from:
GruesomeFeast (350)(*), Engage.Melee (79.8947), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (350)(*), Engage.Melee (79.8947), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:25
SQ
-> Behavior picked: GruesomeFeast (350)
11:14:25
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:26
SQ
defensive score: 0.0164609
11:14:26
SQ
defensive threshold: 2.45455
11:14:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:26
SQ
-> Behavior picked: Idle (1)
11:14:26
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:26
SQ
* ---------------------------------------------------
11:14:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:26
SQ
Turn started for Ghoul
11:14:26
SQ
*
11:14:26
SQ
* Ghoul: Starting turn.
11:14:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:27
SQ
defensive score: 0.0164609
11:14:27
SQ
defensive threshold: 2.45455
11:14:27
SQ
-> Behaviors to pick from:
GruesomeFeast (350)(*), Engage.Melee (74.635), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (350)(*), Engage.Melee (74.635), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:27
SQ
-> Behavior picked: GruesomeFeast (350)
11:14:27
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:28
SQ
defensive score: 0.0155464
11:14:28
SQ
defensive threshold: 2.45455
11:14:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:28
SQ
-> Behavior picked: Idle (1)
11:14:28
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:28
SQ
* ---------------------------------------------------
11:14:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:28
SQ
Turn started for Ghoul
11:14:28
SQ
*
11:14:28
SQ
* Ghoul: Starting turn.
11:14:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:29
SQ
defensive score: 0.0155464
11:14:29
SQ
defensive threshold: 2.45455
11:14:29
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (85.3875), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (455.556)(*), Engage.Melee (85.3875), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:29
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:14:29
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:30
SQ
defensive score: 0.0155464
11:14:30
SQ
defensive threshold: 2.45455
11:14:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:30
SQ
-> Behavior picked: Idle (1)
11:14:30
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:30
SQ
* ---------------------------------------------------
11:14:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:30
SQ
Turn started for Ghoul
11:14:30
SQ
*
11:14:30
SQ
* Ghoul: Starting turn.
11:14:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:31
SQ
defensive score: 0.0155464
11:14:31
SQ
defensive threshold: 2.45455
11:14:31
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (57.0807), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (455.556)(*), Engage.Melee (57.0807), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:31
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:14:31
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:32
SQ
defensive score: 0.0155464
11:14:32
SQ
defensive threshold: 2.45455
11:14:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:32
SQ
-> Behavior picked: Idle (1)
11:14:32
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:32
SQ
* ---------------------------------------------------
11:14:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:33
SQ
Turn started for Ghoul
11:14:33
SQ
*
11:14:33
SQ
* Ghoul: Starting turn.
11:14:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:33
SQ
defensive score: 0.0155464
11:14:33
SQ
defensive threshold: 2.45455
11:14:33
SQ
-> Behaviors to pick from:
GruesomeFeast (455.556)(*), Engage.Melee (56.5199), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (455.556)(*), Engage.Melee (56.5199), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:33
SQ
-> Behavior picked: GruesomeFeast (455.556)
11:14:33
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:34
SQ
* Ghoul: Using Gruesome Feast!
11:14:34
SQ
Ghoul uses skill Gruesome Feast
11:14:35
SQ
defensive score: 0.0155464
11:14:35
SQ
defensive threshold: 2.45455
11:14:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:35
SQ
-> Behavior picked: Idle (1)
11:14:35
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:35
SQ
* ---------------------------------------------------
11:14:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:36
SQ
Turn started for Ghoul
11:14:36
SQ
*
11:14:36
SQ
* Ghoul: Starting turn.
11:14:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:36
SQ
defensive score: 0.0155464
11:14:36
SQ
defensive threshold: 2.45455
11:14:36
SQ
-> Behaviors to pick from:
GruesomeFeast (277.778)(*), Engage.Melee (50.0177), Idle (1), Attack.Default (0), Roam (0), Defend (0), Retreat (0), Flee (0), BreakFree (0)
GruesomeFeast (277.778)(*), Engage.Melee (50.0177), Idle (1), Attack.Default (0), Roam (0), Defend (0), Retreat (0), Flee (0), BreakFree (0)
11:14:36
SQ
-> Behavior picked: GruesomeFeast (277.778)
11:14:37
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:37
SQ
defensive score: 0.0155464
11:14:37
SQ
defensive threshold: 2.45455
11:14:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Default (0), Roam (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Defend (0), Attack.Default (0), Roam (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), GruesomeFeast (0)
11:14:38
SQ
-> Behavior picked: Idle (1)
11:14:38
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:38
SQ
* ---------------------------------------------------
11:14:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:38
SQ
Turn started for Ghoul
11:14:38
SQ
*
11:14:38
SQ
* Ghoul: Starting turn.
11:14:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:38
SQ
defensive score: 0.0155464
11:14:38
SQ
defensive threshold: 2.45455
11:14:38
SQ
-> Behaviors to pick from:
GruesomeFeast (377.778)(*), Engage.Melee (76.5651), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (377.778)(*), Engage.Melee (76.5651), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:38
SQ
-> Behavior picked: GruesomeFeast (377.778)
11:14:38
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:39
SQ
defensive score: 0.0155464
11:14:39
SQ
defensive threshold: 2.45455
11:14:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:39
SQ
-> Behavior picked: Idle (1)
11:14:39
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:14:39
SQ
* ---------------------------------------------------
11:14:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:39
SQ
Turn started for Ghoul
11:14:39
SQ
*
11:14:39
SQ
* Ghoul: Starting turn.
11:14:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:40
SQ
defensive score: 0.0155464
11:14:40
SQ
defensive threshold: 2.45455
11:14:40
SQ
-> Behaviors to pick from:
GruesomeFeast (377.778)(*), Engage.Melee (38.7553), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (377.778)(*), Engage.Melee (38.7553), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:40
SQ
-> Behavior picked: GruesomeFeast (377.778)
11:14:40
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:43
SQ
defensive score: 0.0155464
11:14:43
SQ
defensive threshold: 2.45455
11:14:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:43
SQ
-> Behavior picked: Idle (1)
11:14:43
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:43
SQ
* ---------------------------------------------------
11:14:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:43
SQ
Turn started for Ghoul
11:14:43
SQ
*
11:14:43
SQ
* Ghoul: Starting turn.
11:14:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:43
SQ
defensive score: 0.0155464
11:14:43
SQ
defensive threshold: 2.45455
11:14:43
SQ
-> Behaviors to pick from:
GruesomeFeast (664.286)(*), Engage.Melee (54.8864), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (664.286)(*), Engage.Melee (54.8864), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:43
SQ
-> Behavior picked: GruesomeFeast (664.286)
11:14:44
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:45
SQ
defensive score: 0.0155464
11:14:45
SQ
defensive threshold: 2.45455
11:14:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:45
SQ
-> Behavior picked: Idle (1)
11:14:45
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:45
SQ
* ---------------------------------------------------
11:14:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:45
SQ
Turn started for Ghoul
11:14:45
SQ
*
11:14:45
SQ
* Ghoul: Starting turn.
11:14:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:46
SQ
defensive score: 0.0155464
11:14:46
SQ
defensive threshold: 2.45455
11:14:46
SQ
-> Behaviors to pick from:
GruesomeFeast (799.206)(*), Engage.Melee (37.8594), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
GruesomeFeast (799.206)(*), Engage.Melee (37.8594), Idle (1), Retreat (0), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0)
11:14:46
SQ
-> Behavior picked: GruesomeFeast (799.206)
11:14:46
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:14:47
SQ
* Ghoul: Using Gruesome Feast!
11:14:47
SQ
Ghoul uses skill Gruesome Feast
11:14:48
SQ
defensive score: 0.0155464
11:14:48
SQ
defensive threshold: 2.45455
11:14:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
11:14:48
SQ
-> Behavior picked: Idle (1)
11:14:48
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:48
SQ
* ---------------------------------------------------
11:14:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:14:48
SQ
Turn started for Ghoul
11:14:48
SQ
*
11:14:48
SQ
* Ghoul: Starting turn.
11:14:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:14:49
SQ
defensive score: 0.0155464
11:14:49
SQ
defensive threshold: 2.45455
11:14:49
SQ
-> Behaviors to pick from:
Engage.Melee (54.3831)(*), Idle (1), GruesomeFeast (0), Flee (0), Defend (0), Retreat (0), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (54.3831)(*), Idle (1), GruesomeFeast (0), Flee (0), Defend (0), Retreat (0), Attack.Default (0), BreakFree (0), Roam (0)
11:14:49
SQ
-> Behavior picked: Engage.Melee (54.3831)
11:14:49
SQ
* Ghoul: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
11:14:50
SQ
* Ghoul: Reached engage destination
11:14:50
SQ
defensive score: 0.0155464
11:14:50
SQ
defensive threshold: 2.45455
11:14:50
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Defend (0), Retreat (0), BreakFree (0), Flee (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Defend (0), Retreat (0), BreakFree (0), Flee (0), Roam (0), Engage.Melee (0)
11:14:50
SQ
-> Behavior picked: Idle (1)
11:14:50
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:14:50
SQ
* ---------------------------------------------------
11:14:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:14:51
SQ
Turn started for Ragnar the Blade
11:14:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:14:55
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
11:14:55
SQ
Ragnar the Blade uses skill Quick Shot
11:14:55
SQ
Ghoul has died.
11:14:59
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
11:14:59
SQ
Ragnar the Blade uses skill Quick Shot
11:15:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:15:00
SQ
Turn started for Thorismund Balduric
11:15:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:15:08
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Ghoul]
11:15:08
SQ
Thorismund Balduric uses skill Shoot Bolt
11:15:09
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
11:15:09
SQ
Thorismund Balduric uses skill Reload
11:15:09
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
11:15:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:15:10
SQ
Turn started for Torleif
11:15:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:15:17
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
11:15:17
SQ
Torleif uses skill Quick Shot
11:15:18
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
11:15:18
SQ
Torleif uses skill Quick Shot
11:15:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:15:19
SQ
Turn started for Bjarne
11:15:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:15:22
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
11:15:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:15:22
SQ
Turn started for Winrich
11:15:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:15:26
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
11:15:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:15:26
SQ
Turn started for Gothart
11:15:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:15:32
SQ
[Gothart] executes skill [Shoot Bolt] on target [Ghoul]
11:15:32
SQ
Gothart uses skill Shoot Bolt
11:15:33
SQ
[Gothart] executes skill [Reload] on target [Gothart]
11:15:33
SQ
Gothart uses skill Reload
11:15:33
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
11:15:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:15:34
SQ
Turn started for Palaemon the Oldguard
11:15:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:15:36
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Ghoul]
11:15:36
SQ
Palaemon the Oldguard uses skill Slash
11:15:37
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Ghoul]
11:15:37
SQ
Palaemon the Oldguard uses skill Slash
11:15:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:15:38
SQ
Turn started for Wiederganger
11:15:38
SQ
*
11:15:38
SQ
* Wiederganger: Starting turn.
11:15:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:15:38
SQ
defensive score: 0.0173689
11:15:38
SQ
defensive threshold: 2.55
11:15:38
SQ
-> Behaviors to pick from:
Engage.Melee (646.25)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (646.25)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:15:38
SQ
-> Behavior picked: Engage.Melee (646.25)
11:15:38
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
11:15:39
SQ
* Wiederganger: Reached engage destination
11:15:39
SQ
defensive score: 0.0173689
11:15:39
SQ
defensive threshold: 2.55
11:15:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:15:39
SQ
-> Behavior picked: Idle (1)
11:15:39
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:15:39
SQ
* ---------------------------------------------------
11:15:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:15:39
SQ
Turn started for Wiederganger
11:15:39
SQ
*
11:15:39
SQ
* Wiederganger: Starting turn.
11:15:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:15:39
SQ
defensive score: 0.0173689
11:15:39
SQ
defensive threshold: 2.55
11:15:39
SQ
-> Behaviors to pick from:
Engage.Melee (886.875)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (886.875)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:15:39
SQ
-> Behavior picked: Engage.Melee (886.875)
11:15:39
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
11:15:40
SQ
* Wiederganger: Reached engage destination
11:15:40
SQ
defensive score: 0.0173689
11:15:40
SQ
defensive threshold: 2.55
11:15:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:15:40
SQ
-> Behavior picked: Idle (1)
11:15:40
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:15:40
SQ
* ---------------------------------------------------
11:15:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:15:40
SQ
Turn started for Wiederganger
11:15:40
SQ
*
11:15:40
SQ
* Wiederganger: Starting turn.
11:15:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:15:41
SQ
defensive score: 0.0173689
11:15:41
SQ
defensive threshold: 2.55
11:15:41
SQ
-> Behaviors to pick from:
Engage.Melee (474.375)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (474.375)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:15:41
SQ
-> Behavior picked: Engage.Melee (474.375)
11:15:41
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:15:42
SQ
* Wiederganger: Reached engage destination
11:15:42
SQ
defensive score: 0.0173689
11:15:42
SQ
defensive threshold: 2.55
11:15:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:15:42
SQ
-> Behavior picked: Idle (1)
11:15:42
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:15:42
SQ
* ---------------------------------------------------
11:15:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:15:42
SQ
Turn started for Wiederganger
11:15:42
SQ
*
11:15:42
SQ
* Wiederganger: Starting turn.
11:15:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:15:42
SQ
defensive score: 0.0173689
11:15:42
SQ
defensive threshold: 2.55
11:15:42
SQ
-> Behaviors to pick from:
Engage.Melee (366.667)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (366.667)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:15:42
SQ
-> Behavior picked: Engage.Melee (366.667)
11:15:43
SQ
* Wiederganger: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:15:44
SQ
* Wiederganger: Reached engage destination
11:15:44
SQ
defensive score: 0.0173689
11:15:44
SQ
defensive threshold: 2.55
11:15:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:15:44
SQ
-> Behavior picked: Idle (1)
11:15:44
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:15:44
SQ
* ---------------------------------------------------
11:15:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:15:44
SQ
Turn started for Svein
11:15:44
SQ
Skill [Spearwall] removed from [Svein].
11:15:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:15:46
SQ
[Svein] executes skill [Spearwall] on target [Svein]
11:15:46
SQ
Svein uses skill Spearwall
11:15:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:15:48
SQ
Turn started for Wiederganger
11:15:48
SQ
*
11:15:48
SQ
* Wiederganger: Starting turn.
11:15:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:15:48
SQ
defensive score: 0.0173689
11:15:48
SQ
defensive threshold: 2.55
11:15:48
SQ
-> Behaviors to pick from:
Engage.Melee (924)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (924)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:15:48
SQ
-> Behavior picked: Engage.Melee (924)
11:15:48
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:15:48
SQ
* Wiederganger: Reached engage destination
11:15:48
SQ
defensive score: 0.0173689
11:15:48
SQ
defensive threshold: 2.55
11:15:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:15:48
SQ
-> Behavior picked: Idle (1)
11:15:48
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:15:48
SQ
* ---------------------------------------------------
11:15:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:15:48
SQ
Turn started for Wiederganger
11:15:48
SQ
*
11:15:48
SQ
* Wiederganger: Starting turn.
11:15:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:15:49
SQ
defensive score: 0.0173689
11:15:49
SQ
defensive threshold: 2.55
11:15:49
SQ
-> Behaviors to pick from:
Engage.Melee (1122)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1122)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:15:49
SQ
-> Behavior picked: Engage.Melee (1122)
11:15:49
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
11:15:49
SQ
* Wiederganger: Reached engage destination
11:15:49
SQ
defensive score: 0.0173689
11:15:49
SQ
defensive threshold: 2.55
11:15:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:15:49
SQ
-> Behavior picked: Idle (1)
11:15:49
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:15:49
SQ
* ---------------------------------------------------
11:15:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:15:49
SQ
Turn started for Alfgeir
11:15:49
SQ
Skill [Spearwall] removed from [Alfgeir].
11:15:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:15:51
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
11:15:51
SQ
Alfgeir uses skill Spearwall
11:15:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:15:52
SQ
Turn started for Wiederganger
11:15:52
SQ
*
11:15:52
SQ
* Wiederganger: Starting turn.
11:15:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:15:53
SQ
defensive score: 0.0173689
11:15:53
SQ
defensive threshold: 2.55
11:15:53
SQ
-> Behaviors to pick from:
Engage.Melee (1254)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1254)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:15:53
SQ
-> Behavior picked: Engage.Melee (1254)
11:15:53
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:15:54
SQ
* Wiederganger: Reached engage destination
11:15:56
SQ
defensive score: 0.0173689
11:15:56
SQ
defensive threshold: 2.55
11:15:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:15:56
SQ
-> Behavior picked: Idle (1)
11:15:56
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:15:56
SQ
* ---------------------------------------------------
11:15:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:15:56
SQ
Turn started for Gerhard
11:15:56
SQ
Skill [Spearwall] removed from [Gerhard].
11:15:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:15:59
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
11:15:59
SQ
Gerhard uses skill Spearwall
11:16:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:16:00
SQ
Turn started for Gunnar the Hound
11:16:00
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
11:16:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:16:02
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
11:16:02
SQ
Gunnar the Hound uses skill Spearwall
11:16:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:16:03
SQ
Turn started for Alantyr the Swift
11:16:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:16:11
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
11:16:11
SQ
Alantyr the Swift uses skill Quick Shot
11:16:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:16:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:16:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:16:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:16:29
SQ
INFO: Next round issued: 5
11:16:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:30
SQ
Turn started for Ghoul
11:16:30
SQ
*
11:16:30
SQ
* Ghoul: Starting turn.
11:16:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:30
SQ
defensive score: 0.0173689
11:16:30
SQ
defensive threshold: 2.55
11:16:30
SQ
-> Behaviors to pick from:
GruesomeFeast (828.571)(*), Attack.Default (13), Idle (1), Engage.Melee (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0)
GruesomeFeast (828.571)(*), Attack.Default (13), Idle (1), Engage.Melee (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0)
11:16:30
SQ
-> Behavior picked: GruesomeFeast (828.571)
11:16:30
SQ
* Ghoul: Using Gruesome Feast!
11:16:30
SQ
Ghoul uses skill Gruesome Feast
11:16:32
SQ
defensive score: 0.0173689
11:16:32
SQ
defensive threshold: 2.55
11:16:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Flee (0), Roam (0), Defend (0), GruesomeFeast (0)
Idle (1)(*), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Flee (0), Roam (0), Defend (0), GruesomeFeast (0)
11:16:32
SQ
-> Behavior picked: Idle (1)
11:16:32
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:16:32
SQ
* ---------------------------------------------------
11:16:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:32
SQ
Turn started for Ghoul
11:16:32
SQ
*
11:16:32
SQ
* Ghoul: Starting turn.
11:16:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:33
SQ
defensive score: 0.0173689
11:16:33
SQ
defensive threshold: 2.55
11:16:33
SQ
-> Behaviors to pick from:
GruesomeFeast (714.286)(*), Engage.Melee (55), Idle (1), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
GruesomeFeast (714.286)(*), Engage.Melee (55), Idle (1), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
11:16:33
SQ
-> Behavior picked: GruesomeFeast (714.286)
11:16:33
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:16:34
SQ
defensive score: 0.0173689
11:16:34
SQ
defensive threshold: 2.55
11:16:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), BreakFree (0), Retreat (0), Engage.Melee (0), Roam (0), Defend (0), Attack.Default (0), GruesomeFeast (0)
Idle (1)(*), Flee (0), BreakFree (0), Retreat (0), Engage.Melee (0), Roam (0), Defend (0), Attack.Default (0), GruesomeFeast (0)
11:16:34
SQ
-> Behavior picked: Idle (1)
11:16:34
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:16:34
SQ
* ---------------------------------------------------
11:16:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:34
SQ
Turn started for Ghoul
11:16:34
SQ
*
11:16:34
SQ
* Ghoul: Starting turn.
11:16:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:35
SQ
defensive score: 0.0173689
11:16:35
SQ
defensive threshold: 2.55
11:16:35
SQ
-> Behaviors to pick from:
Engage.Melee (94.875)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
Engage.Melee (94.875)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
11:16:35
SQ
-> Behavior picked: Engage.Melee (94.875)
11:16:35
SQ
* Ghoul: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:16:36
SQ
* Ghoul: Reached engage destination
11:16:36
SQ
defensive score: 0.0173689
11:16:36
SQ
defensive threshold: 2.55
11:16:36
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Roam (0), Retreat (0), Flee (0), Defend (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Roam (0), Retreat (0), Flee (0), Defend (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
11:16:36
SQ
-> Behavior picked: Idle (1)
11:16:37
SQ
* Ghoul: Ending Turn with 2 of 9 AP left.
11:16:37
SQ
* ---------------------------------------------------
11:16:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:37
SQ
Turn started for Ghoul
11:16:37
SQ
*
11:16:37
SQ
* Ghoul: Starting turn.
11:16:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:37
SQ
defensive score: 0.0173689
11:16:37
SQ
defensive threshold: 2.55
11:16:37
SQ
-> Behaviors to pick from:
Engage.Melee (50.8168)(*), Idle (1), GruesomeFeast (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0), Roam (0), Defend (0)
Engage.Melee (50.8168)(*), Idle (1), GruesomeFeast (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0), Roam (0), Defend (0)
11:16:37
SQ
-> Behavior picked: Engage.Melee (50.8168)
11:16:37
SQ
* Ghoul: Engaging to melee range with Winrich (visible), accepted_distance=0
11:16:37
SQ
Skill [Hidden] removed from [Ghoul].
11:16:38
SQ
* Ghoul: Reached engage destination
11:16:39
SQ
defensive score: 0.0173689
11:16:39
SQ
defensive threshold: 2.55
11:16:39
SQ
-> Behaviors to pick from:
Engage.Melee (51.0831)(*), Idle (1), Attack.Default (0), Flee (0), GruesomeFeast (0), BreakFree (0), Roam (0), Defend (0), Retreat (0)
Engage.Melee (51.0831)(*), Idle (1), Attack.Default (0), Flee (0), GruesomeFeast (0), BreakFree (0), Roam (0), Defend (0), Retreat (0)
11:16:39
SQ
-> Behavior picked: Engage.Melee (51.0831)
11:16:39
SQ
* Ghoul: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
11:16:40
SQ
* Ghoul: Reached engage destination
11:16:41
SQ
defensive score: 0.0173689
11:16:41
SQ
defensive threshold: 2.55
11:16:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Roam (0), GruesomeFeast (0), BreakFree (0), Defend (0), Flee (0), Retreat (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Roam (0), GruesomeFeast (0), BreakFree (0), Defend (0), Flee (0), Retreat (0), Engage.Melee (0)
11:16:41
SQ
-> Behavior picked: Idle (1)
11:16:41
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:16:41
SQ
* ---------------------------------------------------
11:16:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:42
SQ
Turn started for Ghoul
11:16:42
SQ
*
11:16:42
SQ
* Ghoul: Starting turn.
11:16:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:42
SQ
defensive score: 0.0173689
11:16:42
SQ
defensive threshold: 2.55
11:16:42
SQ
-> Behaviors to pick from:
Engage.Melee (57.619)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
Engage.Melee (57.619)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
11:16:42
SQ
-> Behavior picked: Engage.Melee (57.619)
11:16:43
SQ
* Ghoul: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:16:44
SQ
* Ghoul: Reached engage destination
11:16:44
SQ
defensive score: 0.0173689
11:16:44
SQ
defensive threshold: 2.55
11:16:44
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Roam (0), Retreat (0), Flee (0), Defend (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Roam (0), Retreat (0), Flee (0), Defend (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
11:16:44
SQ
-> Behavior picked: Idle (1)
11:16:44
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:16:44
SQ
* ---------------------------------------------------
11:16:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:44
SQ
Turn started for Ghoul
11:16:44
SQ
*
11:16:44
SQ
* Ghoul: Starting turn.
11:16:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:44
SQ
defensive score: 0.0173689
11:16:44
SQ
defensive threshold: 2.55
11:16:44
SQ
-> Behaviors to pick from:
Engage.Melee (34.233)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
Engage.Melee (34.233)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
11:16:44
SQ
-> Behavior picked: Engage.Melee (34.233)
11:16:45
SQ
* Ghoul: Engaging to melee range with Winrich (visible), accepted_distance=0
11:16:46
SQ
* Ghoul: Reached engage destination
11:16:46
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Roam (0), Retreat (0), Flee (0), Defend (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Roam (0), Retreat (0), Flee (0), Defend (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
11:16:46
SQ
-> Behavior picked: Idle (1)
11:16:46
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
11:16:46
SQ
* ---------------------------------------------------
11:16:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:46
SQ
Turn started for Ghoul
11:16:46
SQ
*
11:16:46
SQ
* Ghoul: Starting turn.
11:16:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:47
SQ
-> Behaviors to pick from:
Engage.Melee (34.4105)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
Engage.Melee (34.4105)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
11:16:47
SQ
-> Behavior picked: Engage.Melee (34.4105)
11:16:47
SQ
* Ghoul: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:16:47
SQ
Skill [Hidden] removed from [Ghoul].
11:16:47
SQ
Skill [Hidden] removed from [Ghoul].
11:16:47
SQ
* Ghoul: Reached engage destination
11:16:49
SQ
-> Behaviors to pick from:
Engage.Melee (51.8821)(*), Idle (1), Retreat (0), Flee (0), GruesomeFeast (0), Roam (0), Defend (0), Attack.Default (0), BreakFree (0)
Engage.Melee (51.8821)(*), Idle (1), Retreat (0), Flee (0), GruesomeFeast (0), Roam (0), Defend (0), Attack.Default (0), BreakFree (0)
11:16:49
SQ
-> Behavior picked: Engage.Melee (51.8821)
11:16:49
SQ
* Ghoul: Engaging to melee range with Gerhard (visible), accepted_distance=0
11:16:49
SQ
Skill [Hidden] removed from [Ghoul].
11:16:50
SQ
* Ghoul: Reached engage destination
11:16:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), GruesomeFeast (0), Roam (0), Attack.Default (0), Flee (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Defend (0), GruesomeFeast (0), Roam (0), Attack.Default (0), Flee (0), BreakFree (0), Engage.Melee (0)
11:16:50
SQ
-> Behavior picked: Idle (1)
11:16:50
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:16:50
SQ
* ---------------------------------------------------
11:16:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:50
SQ
Turn started for Ghoul
11:16:50
SQ
*
11:16:50
SQ
* Ghoul: Starting turn.
11:16:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:50
SQ
-> Behaviors to pick from:
Engage.Melee (33.2201)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
Engage.Melee (33.2201)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
11:16:50
SQ
-> Behavior picked: Engage.Melee (33.2201)
11:16:51
SQ
* Ghoul: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:16:52
SQ
* Ghoul: Reached engage destination
11:16:52
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Roam (0), Retreat (0), Flee (0), Defend (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Roam (0), Retreat (0), Flee (0), Defend (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
11:16:52
SQ
-> Behavior picked: Idle (1)
11:16:52
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:16:52
SQ
* ---------------------------------------------------
11:16:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:52
SQ
Turn started for Ghoul
11:16:52
SQ
*
11:16:52
SQ
* Ghoul: Starting turn.
11:16:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:52
SQ
-> Behaviors to pick from:
Engage.Melee (86.0903)(*), Idle (1), Retreat (0), BreakFree (0), Attack.Default (0), Flee (0), Roam (0), Defend (0), GruesomeFeast (0)
Engage.Melee (86.0903)(*), Idle (1), Retreat (0), BreakFree (0), Attack.Default (0), Flee (0), Roam (0), Defend (0), GruesomeFeast (0)
11:16:52
SQ
-> Behavior picked: Engage.Melee (86.0903)
11:16:53
SQ
* Ghoul: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:16:53
SQ
* Ghoul: Reached engage destination
11:16:54
SQ
-> Behaviors to pick from:
Engage.Melee (87.9187)(*), Idle (1), Attack.Default (0), Flee (0), Retreat (0), Roam (0), Defend (0), GruesomeFeast (0), BreakFree (0)
Engage.Melee (87.9187)(*), Idle (1), Attack.Default (0), Flee (0), Retreat (0), Roam (0), Defend (0), GruesomeFeast (0), BreakFree (0)
11:16:54
SQ
-> Behavior picked: Engage.Melee (87.9187)
11:16:54
SQ
* Ghoul: Engaging to melee range with Svein (not visible), accepted_distance=0
11:16:55
SQ
* Ghoul: Reached engage destination
11:16:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend (0), Retreat (0), Roam (0), GruesomeFeast (0), Flee (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Defend (0), Retreat (0), Roam (0), GruesomeFeast (0), Flee (0), BreakFree (0), Engage.Melee (0)
11:16:55
SQ
-> Behavior picked: Idle (1)
11:16:55
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:16:55
SQ
* ---------------------------------------------------
11:16:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:16:55
SQ
Turn started for Ghoul
11:16:55
SQ
*
11:16:55
SQ
* Ghoul: Starting turn.
11:16:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:16:56
SQ
-> Behaviors to pick from:
Engage.Melee (30.8109)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
Engage.Melee (30.8109)(*), Idle (1), GruesomeFeast (0), BreakFree (0), Retreat (0), Flee (0), Roam (0), Defend (0), Attack.Default (0)
11:16:56
SQ
-> Behavior picked: Engage.Melee (30.8109)
11:16:56
SQ
* Ghoul: Engaging to melee range with Svein (visible), accepted_distance=0
11:16:57
SQ
* Ghoul: Reached engage destination
11:16:57
SQ
-> Behaviors to pick from:
Attack.Default (20.5697)(*), Idle (1), Retreat (0), Flee (0), GruesomeFeast (0), Roam (0), Defend (0), BreakFree (0), Engage.Melee (0)
Attack.Default (20.5697)(*), Idle (1), Retreat (0), Flee (0), GruesomeFeast (0), Roam (0), Defend (0), BreakFree (0), Engage.Melee (0)
11:16:57
SQ
-> Behavior picked: Attack.Default (20.5697)
11:16:58
SQ
* Ghoul: Using Ghoul Claws against Svein!
11:16:58
SQ
Ghoul uses skill Ghoul Claws
11:16:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), GruesomeFeast (0), Roam (0), BreakFree (0), Flee (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Defend (0), GruesomeFeast (0), Roam (0), BreakFree (0), Flee (0), Engage.Melee (0), Attack.Default (0)
11:16:58
SQ
-> Behavior picked: Idle (1)
11:16:58
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:16:58
SQ
* ---------------------------------------------------
11:16:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:16:59
SQ
Turn started for Bjarne
11:16:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:17:01
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
11:17:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:17:02
SQ
Turn started for Thorismund Balduric
11:17:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:17:06
UI
equip item: 50857584
11:17:13
SQ
[Thorismund Balduric] executes skill [Impale] on target [Ghoul]
11:17:13
SQ
Thorismund Balduric uses skill Impale
11:17:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:17:14
SQ
Turn started for Winrich
11:17:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:17:17
SQ
[Winrich] executes skill [Slash] on target [Ghoul]
11:17:17
SQ
Winrich uses skill Slash
11:17:17
SQ
Ghoul has died.
11:17:24
SQ
[Winrich] executes skill [Split] on target [Ghoul]
11:17:24
SQ
Winrich uses skill Split
11:17:24
SQ
Ghoul has died.
11:17:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:17:26
SQ
Turn started for Ragnar the Blade
11:17:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:17:34
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
11:17:34
SQ
Ragnar the Blade uses skill Quick Shot
11:17:37
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
11:17:37
SQ
Ragnar the Blade uses skill Quick Shot
11:17:38
SQ
Ghoul has died.
11:17:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:17:38
SQ
Turn started for Gothart
11:17:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:17:44
UI
equip item: 50563462
11:17:50
SQ
[Gothart] executes skill [Rupture] on target [Ghoul]
11:17:50
SQ
Gothart uses skill Rupture
11:17:50
SQ
Ghoul has died.
11:17:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:17:50
SQ
Turn started for Wiederganger
11:17:50
SQ
*
11:17:50
SQ
* Wiederganger: Starting turn.
11:17:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:17:50
SQ
-> Behaviors to pick from:
Engage.Melee (324.107)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (324.107)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:17:50
SQ
-> Behavior picked: Engage.Melee (324.107)
11:17:51
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:17:52
SQ
* Wiederganger: Reached engage destination
11:17:52
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:17:52
SQ
-> Behavior picked: Idle (1)
11:17:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:17:52
SQ
* ---------------------------------------------------
11:17:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:17:52
SQ
Turn started for Torleif
11:17:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:17:58
UI
equip item: 50935006
11:18:03
SQ
[Torleif] executes skill [Impale] on target [Ghoul]
11:18:03
SQ
Torleif uses skill Impale
11:18:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:18:04
SQ
Turn started for Wiederganger
11:18:04
SQ
*
11:18:04
SQ
* Wiederganger: Starting turn.
11:18:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:18:05
SQ
-> Behaviors to pick from:
Engage.Melee (382.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (382.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:18:05
SQ
-> Behavior picked: Engage.Melee (382.5)
11:18:05
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:18:06
SQ
* Wiederganger: Reached engage destination
11:18:06
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:18:06
SQ
-> Behavior picked: Idle (1)
11:18:06
SQ
* Wiederganger: Ending Turn with 3 of 6 AP left.
11:18:06
SQ
* ---------------------------------------------------
11:18:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:18:07
SQ
Turn started for Wiederganger
11:18:07
SQ
*
11:18:07
SQ
* Wiederganger: Starting turn.
11:18:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:18:07
SQ
-> Behaviors to pick from:
Engage.Melee (285)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (285)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:18:07
SQ
-> Behavior picked: Engage.Melee (285)
11:18:08
SQ
* Wiederganger: Engaging to melee range with Torleif (visible), accepted_distance=0
11:18:08
SQ
* Wiederganger: Reached engage destination
11:18:08
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:18:08
SQ
-> Behavior picked: Idle (1)
11:18:08
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:18:08
SQ
* ---------------------------------------------------
11:18:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:18:09
SQ
Turn started for Palaemon the Oldguard
11:18:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:18:12
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Ghoul]
11:18:12
SQ
Palaemon the Oldguard uses skill Slash
11:18:14
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Ghoul]
11:18:14
SQ
Palaemon the Oldguard uses skill Slash
11:18:14
SQ
Ghoul has died.
11:18:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:18:14
SQ
Turn started for Wiederganger
11:18:14
SQ
*
11:18:14
SQ
* Wiederganger: Starting turn.
11:18:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:18:15
SQ
-> Behaviors to pick from:
Engage.Melee (260)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (260)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:18:15
SQ
-> Behavior picked: Engage.Melee (260)
11:18:15
SQ
* Wiederganger: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:18:16
SQ
* Wiederganger: Reached engage destination
11:18:16
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:18:16
SQ
-> Behavior picked: Idle (1)
11:18:16
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:18:16
SQ
* ---------------------------------------------------
11:18:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:18:16
SQ
Turn started for Wiederganger
11:18:16
SQ
*
11:18:16
SQ
* Wiederganger: Starting turn.
11:18:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:18:17
SQ
-> Behaviors to pick from:
Engage.Melee (618.75)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (618.75)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:18:17
SQ
-> Behavior picked: Engage.Melee (618.75)
11:18:17
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
11:18:17
SQ
* Wiederganger: Reached engage destination
11:18:17
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:18:17
SQ
-> Behavior picked: Idle (1)
11:18:17
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:18:17
SQ
* ---------------------------------------------------
11:18:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:18:18
SQ
Turn started for Wiederganger
11:18:18
SQ
*
11:18:18
SQ
* Wiederganger: Starting turn.
11:18:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:18:18
SQ
-> Behaviors to pick from:
Engage.Melee (360.938)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (360.938)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:18:18
SQ
-> Behavior picked: Engage.Melee (360.938)
11:18:18
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
11:18:18
SQ
* Wiederganger: Reached engage destination
11:18:18
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:18:18
SQ
-> Behavior picked: Idle (1)
11:18:18
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:18:18
SQ
* ---------------------------------------------------
11:18:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:18:18
SQ
Turn started for Wiederganger
11:18:18
SQ
*
11:18:18
SQ
* Wiederganger: Starting turn.
11:18:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:18:19
SQ
-> Behaviors to pick from:
Engage.Melee (759)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (759)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:18:19
SQ
-> Behavior picked: Engage.Melee (759)
11:18:19
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:18:19
SQ
* Wiederganger: Reached engage destination
11:18:19
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:18:19
SQ
-> Behavior picked: Idle (1)
11:18:19
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:18:19
SQ
* ---------------------------------------------------
11:18:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:18:19
SQ
Turn started for Svein
11:18:19
SQ
Skill [Spearwall] removed from [Svein].
11:18:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:18:21
SQ
[Svein] executes skill [Thrust] on target [Ghoul]
11:18:21
SQ
Svein uses skill Thrust
11:18:21
SQ
Ghoul has died.
11:18:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:18:27
SQ
Turn started for Alfgeir
11:18:27
SQ
Skill [Spearwall] removed from [Alfgeir].
11:18:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:18:29
SQ
[Alfgeir] executes skill [Thrust] on target [Ghoul]
11:18:29
SQ
Alfgeir uses skill Thrust
11:18:31
SQ
[Alfgeir] executes skill [Thrust] on target [Ghoul]
11:18:31
SQ
Alfgeir uses skill Thrust
11:18:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:18:31
SQ
Turn started for Gerhard
11:18:31
SQ
Skill [Spearwall] removed from [Gerhard].
11:18:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:18:34
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
11:18:34
SQ
Gerhard uses skill Spearwall
11:18:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:18:35
SQ
Turn started for Gunnar the Hound
11:18:35
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
11:18:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:18:38
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
11:18:38
SQ
Gunnar the Hound uses skill Spearwall
11:18:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:18:40
SQ
Turn started for Alantyr the Swift
11:18:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:18:44
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
11:18:44
SQ
Alantyr the Swift uses skill Quick Shot
11:18:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:18:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:18:49
SQ
[Bjarne] executes skill [Cleave] on target [Wiederganger]
11:18:49
SQ
Bjarne uses skill Cleave
11:18:51
SQ
[Bjarne] executes skill [Cleave] on target [Wiederganger]
11:18:51
SQ
Bjarne uses skill Cleave
11:18:51
SQ
INFO: Next round issued: 6
11:18:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:18:51
SQ
Turn started for Ghoul
11:18:51
SQ
*
11:18:51
SQ
* Ghoul: Starting turn.
11:18:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:18:52
SQ
-> Behaviors to pick from:
GruesomeFeast (494.444)(*), Engage.Melee (66.375), Idle (1), Flee (0), Defend (0), Roam (0), BreakFree (0), Attack.Default (0), Retreat (0)
GruesomeFeast (494.444)(*), Engage.Melee (66.375), Idle (1), Flee (0), Defend (0), Roam (0), BreakFree (0), Attack.Default (0), Retreat (0)
11:18:52
SQ
-> Behavior picked: GruesomeFeast (494.444)
11:18:52
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:18:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Flee (0), Defend (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Retreat (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Flee (0), Defend (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Retreat (0), GruesomeFeast (0)
11:18:53
SQ
-> Behavior picked: Idle (1)
11:18:53
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:18:53
SQ
* ---------------------------------------------------
11:18:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:18:54
SQ
Turn started for Ghoul
11:18:54
SQ
*
11:18:54
SQ
* Ghoul: Starting turn.
11:18:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:18:54
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), BreakFree (0), Attack.Default (0), Retreat (0), GruesomeFeast (0)
Flee (9000)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), BreakFree (0), Attack.Default (0), Retreat (0), GruesomeFeast (0)
11:18:54
SQ
-> Behavior picked: Flee (9000)
11:18:54
SQ
* Ghoul: Fleeing.
11:18:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.Default (0), Roam (0), BreakFree (0), Retreat (0), Defend (0), GruesomeFeast (0), Flee (0)
Idle (1)(*), Engage.Melee (0), Attack.Default (0), Roam (0), BreakFree (0), Retreat (0), Defend (0), GruesomeFeast (0), Flee (0)
11:18:57
SQ
-> Behavior picked: Idle (1)
11:18:57
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:18:57
SQ
* ---------------------------------------------------
11:18:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:18:57
SQ
Turn started for Ghoul
11:18:57
SQ
*
11:18:57
SQ
* Ghoul: Starting turn.
11:18:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:18:58
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), BreakFree (0), Defend (0), Roam (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0), Attack.Default (0)
Flee (9000)(*), Idle (1), BreakFree (0), Defend (0), Roam (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0), Attack.Default (0)
11:18:58
SQ
-> Behavior picked: Flee (9000)
11:18:58
SQ
* Ghoul: Fleeing.
11:18:59
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), Retreat (0), BreakFree (0), GruesomeFeast (0), Engage.Melee (0), Attack.Default (0), Defend (0)
Flee (9000)(*), Idle (1), Roam (0), Retreat (0), BreakFree (0), GruesomeFeast (0), Engage.Melee (0), Attack.Default (0), Defend (0)
11:18:59
SQ
-> Behavior picked: Flee (9000)
11:19:00
SQ
* Ghoul: Fleeing.
11:19:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), GruesomeFeast (0), Attack.Default (0), Retreat (0), Defend (0), Flee (0)
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), GruesomeFeast (0), Attack.Default (0), Retreat (0), Defend (0), Flee (0)
11:19:00
SQ
-> Behavior picked: Idle (1)
11:19:01
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:19:01
SQ
* ---------------------------------------------------
11:19:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:19:01
SQ
Turn started for Ghoul
11:19:01
SQ
*
11:19:01
SQ
* Ghoul: Starting turn.
11:19:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:19:02
SQ
-> Behaviors to pick from:
Attack.Default (13)(*), Idle (1), Flee (0), Defend (0), Roam (0), BreakFree (0), Retreat (0), Engage.Melee (0), GruesomeFeast (-146.433)
Attack.Default (13)(*), Idle (1), Flee (0), Defend (0), Roam (0), BreakFree (0), Retreat (0), Engage.Melee (0), GruesomeFeast (-146.433)
11:19:02
SQ
-> Behavior picked: Attack.Default (13)
11:19:02
SQ
* Ghoul: Using Ghoul Claws against Alfgeir!
11:19:02
SQ
Ghoul uses skill Ghoul Claws
11:19:02
SQ
-> Behaviors to pick from:
Attack.Default (13)(*), Idle (1), Roam (0), BreakFree (0), Flee (0), Retreat (0), Engage.Melee (0), GruesomeFeast (0), Defend (0)
Attack.Default (13)(*), Idle (1), Roam (0), BreakFree (0), Flee (0), Retreat (0), Engage.Melee (0), GruesomeFeast (0), Defend (0)
11:19:02
SQ
-> Behavior picked: Attack.Default (13)
11:19:03
Resource
Loading: music/undead_01.music
11:19:03
Resource
Unloading: music/undead_02.music
11:19:03
SQ
* Ghoul: Using Ghoul Claws against Alfgeir!
11:19:03
SQ
Ghoul uses skill Ghoul Claws
11:19:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Flee (0), Retreat (0), GruesomeFeast (0), BreakFree (0), Defend (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), Flee (0), Retreat (0), GruesomeFeast (0), BreakFree (0), Defend (0), Attack.Default (0)
11:19:03
SQ
-> Behavior picked: Idle (1)
11:19:03
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:19:03
SQ
* ---------------------------------------------------
11:19:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:19:04
SQ
Turn started for Gothart
11:19:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:19:07
SQ
[Gothart] executes skill [Rupture] on target [Wiederganger]
11:19:07
SQ
Gothart uses skill Rupture
11:19:07
Resource
Loading: sounds/combat/rupture_blood_03.wav
11:19:08
Resource
Unloading: sounds/combat/rupture_blood_03.wav
11:19:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:19:09
SQ
Turn started for Thorismund Balduric
11:19:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:19:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:19:14
SQ
Turn started for Wiederganger
11:19:14
SQ
*
11:19:14
SQ
* Wiederganger: Starting turn.
11:19:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:19:15
SQ
-> Behaviors to pick from:
Engage.Melee (283.269)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (283.269)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:19:15
SQ
-> Behavior picked: Engage.Melee (283.269)
11:19:15
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
11:19:16
SQ
* Wiederganger: Reached engage destination
11:19:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:19:16
SQ
-> Behavior picked: Idle (1)
11:19:16
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:19:16
SQ
* ---------------------------------------------------
11:19:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:19:16
SQ
Turn started for Wiederganger
11:19:16
SQ
*
11:19:16
SQ
* Wiederganger: Starting turn.
11:19:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:19:16
SQ
-> Behaviors to pick from:
Engage.Melee (453.75)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (453.75)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:19:16
SQ
-> Behavior picked: Engage.Melee (453.75)
11:19:16
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
11:19:17
SQ
* Wiederganger: Reached engage destination
11:19:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:19:17
SQ
-> Behavior picked: Idle (1)
11:19:17
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
11:19:17
SQ
* ---------------------------------------------------
11:19:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:19:17
SQ
Turn started for Wiederganger
11:19:17
SQ
*
11:19:17
SQ
* Wiederganger: Starting turn.
11:19:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:19:18
SQ
-> Behaviors to pick from:
Engage.Melee (285)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (285)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:19:18
SQ
-> Behavior picked: Engage.Melee (285)
11:19:18
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
11:19:20
SQ
* Wiederganger: Reached engage destination
11:19:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:19:21
SQ
-> Behavior picked: Idle (1)
11:19:21
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:19:21
SQ
* ---------------------------------------------------
11:19:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:19:21
SQ
Turn started for Palaemon the Oldguard
11:19:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:19:26
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
11:19:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:19:26
SQ
Turn started for Torleif
11:19:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:19:31
SQ
[Torleif] executes skill [Impale] on target [Ghoul]
11:19:31
SQ
Torleif uses skill Impale
11:19:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:19:34
SQ
Turn started for Wiederganger
11:19:34
SQ
*
11:19:34
SQ
* Wiederganger: Starting turn.
11:19:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:19:34
SQ
-> Behaviors to pick from:
Attack.Default (56.7691)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (56.7691)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
11:19:34
SQ
-> Behavior picked: Attack.Default (56.7691)
11:19:35
SQ
* Wiederganger: Using Slash against Bjarne!
11:19:35
SQ
Wiederganger uses skill Slash
11:19:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
11:19:35
SQ
-> Behavior picked: Idle (1)
11:19:35
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:19:35
SQ
* ---------------------------------------------------
11:19:35
SQ
Wiederganger has died.
11:19:35
UI
ERROR: Failed to update entity. Reason: Entity id: 2950195 not found.
11:19:35
UI
ERROR: Failed to update entity. Reason: Entity id: 2950195 not found.
11:19:35
UI
ERROR: Failed to update entity. Reason: Entity id: 2950195 not found.
11:19:35
UI
ERROR: Failed to update entity. Reason: Entity id: 2950195 not found.
11:19:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:19:35
SQ
Turn started for Ragnar the Blade
11:19:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:19:41
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
11:19:41
SQ
Ragnar the Blade uses skill Quick Shot
11:19:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:19:44
SQ
Turn started for Bjarne
11:19:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:19:47
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
11:19:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:19:47
SQ
Turn started for Wiederganger
11:19:47
SQ
*
11:19:47
SQ
* Wiederganger: Starting turn.
11:19:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:19:48
SQ
defensive score: 0.048
11:19:48
SQ
defensive threshold: 3.75
11:19:48
SQ
-> Behaviors to pick from:
Engage.Melee (293.182)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (293.182)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:19:48
SQ
-> Behavior picked: Engage.Melee (293.182)
11:19:48
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:19:49
SQ
* Wiederganger: Reached engage destination
11:19:49
SQ
defensive score: 0.048
11:19:49
SQ
defensive threshold: 3.75
11:19:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:19:49
SQ
-> Behavior picked: Idle (1)
11:19:49
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:19:49
SQ
* ---------------------------------------------------
11:19:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:19:50
SQ
Turn started for Wiederganger
11:19:50
SQ
*
11:19:50
SQ
* Wiederganger: Starting turn.
11:19:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:19:50
SQ
defensive score: 0.048
11:19:50
SQ
defensive threshold: 3.75
11:19:50
SQ
-> Behaviors to pick from:
Engage.Melee (322.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (322.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:19:50
SQ
-> Behavior picked: Engage.Melee (322.5)
11:19:50
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
11:19:51
SQ
* Wiederganger: Reached engage destination
11:19:51
SQ
defensive score: 0.048
11:19:51
SQ
defensive threshold: 3.75
11:19:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:19:51
SQ
-> Behavior picked: Idle (1)
11:19:51
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:19:51
SQ
* ---------------------------------------------------
11:19:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:19:51
SQ
Turn started for Wiederganger
11:19:51
SQ
*
11:19:51
SQ
* Wiederganger: Starting turn.
11:19:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:19:51
SQ
defensive score: 0.048
11:19:51
SQ
defensive threshold: 3.75
11:19:51
SQ
-> Behaviors to pick from:
Engage.Melee (396.429)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (396.429)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:19:51
SQ
-> Behavior picked: Engage.Melee (396.429)
11:19:51
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:19:52
SQ
* Wiederganger: Reached engage destination
11:19:52
SQ
defensive score: 0.048
11:19:52
SQ
defensive threshold: 3.75
11:19:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:19:52
SQ
-> Behavior picked: Idle (1)
11:19:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:19:52
SQ
* ---------------------------------------------------
11:19:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:19:52
SQ
Turn started for Svein
11:19:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:19:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:19:55
SQ
Turn started for Winrich
11:19:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:19:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:19:59
SQ
Turn started for Alfgeir
11:19:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:20:02
SQ
[Alfgeir] executes skill [Thrust] on target [Ghoul]
11:20:02
SQ
Alfgeir uses skill Thrust
11:20:02
SQ
Ghoul has died.
11:20:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:20:04
SQ
Turn started for Alantyr the Swift
11:20:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:20:13
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
11:20:13
SQ
Alantyr the Swift uses skill Quick Shot
11:20:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:20:15
SQ
Turn started for Gerhard
11:20:15
SQ
Skill [Spearwall] removed from [Gerhard].
11:20:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:20:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:20:21
SQ
Turn started for Gunnar the Hound
11:20:21
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
11:20:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:20:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:20:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:20:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:20:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:20:27
SQ
INFO: Next round issued: 7
11:20:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:20:28
SQ
Turn started for Ghoul
11:20:28
SQ
*
11:20:28
SQ
* Ghoul: Starting turn.
11:20:28
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:20:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:20:29
SQ
defensive score: 0.048
11:20:29
SQ
defensive threshold: 5
11:20:29
SQ
-> Behaviors to pick from:
GruesomeFeast (842.857)(*), Engage.Melee (67.2), Idle (1), BreakFree (0), Flee (0), Attack.Default (0), Retreat (0), Defend (0), Roam (0)
GruesomeFeast (842.857)(*), Engage.Melee (67.2), Idle (1), BreakFree (0), Flee (0), Attack.Default (0), Retreat (0), Defend (0), Roam (0)
11:20:29
SQ
-> Behavior picked: GruesomeFeast (842.857)
11:20:29
SQ
* Ghoul: Using Gruesome Feast!
11:20:29
SQ
Ghoul uses skill Gruesome Feast
11:20:31
SQ
defensive score: 0.048
11:20:31
SQ
defensive threshold: 5
11:20:31
SQ
-> Behaviors to pick from:
Engage.Melee (68.9286)(*), Idle (1), Flee (0), Attack.Default (0), Retreat (0), Defend (0), BreakFree (0), Roam (0), GruesomeFeast (0)
Engage.Melee (68.9286)(*), Idle (1), Flee (0), Attack.Default (0), Retreat (0), Defend (0), BreakFree (0), Roam (0), GruesomeFeast (0)
11:20:31
SQ
-> Behavior picked: Engage.Melee (68.9286)
11:20:31
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
11:20:31
SQ
* Ghoul: Reached engage destination
11:20:31
SQ
defensive score: 0.048
11:20:31
SQ
defensive threshold: 5
11:20:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Attack.Default (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Attack.Default (0), GruesomeFeast (0), Engage.Melee (0)
11:20:31
SQ
-> Behavior picked: Idle (1)
11:20:31
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:20:31
SQ
* ---------------------------------------------------
11:20:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:20:32
SQ
Turn started for Ghoul
11:20:32
SQ
*
11:20:32
SQ
* Ghoul: Starting turn.
11:20:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:20:32
SQ
defensive score: 0.048
11:20:32
SQ
defensive threshold: 5
11:20:32
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), GruesomeFeast (0), Roam (0), Engage.Melee (0)
Flee (9000)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), GruesomeFeast (0), Roam (0), Engage.Melee (0)
11:20:32
SQ
-> Behavior picked: Flee (9000)
11:20:32
SQ
* Ghoul: Fleeing.
11:20:33
SQ
defensive score: 0.048
11:20:33
SQ
defensive threshold: 5
11:20:34
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), GruesomeFeast (0), Attack.Default (0), Defend (0), Roam (0), Retreat (0), Engage.Melee (0), Flee (0)
Idle (1)(*), BreakFree (0), GruesomeFeast (0), Attack.Default (0), Defend (0), Roam (0), Retreat (0), Engage.Melee (0), Flee (0)
11:20:34
SQ
-> Behavior picked: Idle (1)
11:20:34
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:20:34
SQ
* ---------------------------------------------------
11:20:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:20:34
SQ
Turn started for Ghoul
11:20:34
SQ
*
11:20:34
SQ
* Ghoul: Starting turn.
11:20:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:20:34
SQ
defensive score: 0.048
11:20:34
SQ
defensive threshold: 5
11:20:34
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), GruesomeFeast (0), Attack.Default (0), Engage.Melee (0), Retreat (0), Defend (0), BreakFree (0), Roam (0)
Flee (9000)(*), Idle (1), GruesomeFeast (0), Attack.Default (0), Engage.Melee (0), Retreat (0), Defend (0), BreakFree (0), Roam (0)
11:20:34
SQ
-> Behavior picked: Flee (9000)
11:20:35
SQ
* Ghoul: Fleeing.
11:20:36
SQ
defensive score: 0.048
11:20:36
SQ
defensive threshold: 5
11:20:36
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Defend (0), Engage.Melee (0), Retreat (0), BreakFree (0), Attack.Default (0), Roam (0), Flee (0)
Idle (1)(*), GruesomeFeast (0), Defend (0), Engage.Melee (0), Retreat (0), BreakFree (0), Attack.Default (0), Roam (0), Flee (0)
11:20:36
SQ
-> Behavior picked: Idle (1)
11:20:36
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:20:36
SQ
* ---------------------------------------------------
11:20:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:20:36
SQ
Turn started for Gothart
11:20:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:20:39
SQ
[Gothart] executes skill [Rupture] on target [Wiederganger]
11:20:39
SQ
Gothart uses skill Rupture
11:20:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:20:42
SQ
Turn started for Thorismund Balduric
11:20:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:20:44
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
11:20:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:20:44
SQ
Turn started for Wiederganger
11:20:44
SQ
*
11:20:44
SQ
* Wiederganger: Starting turn.
11:20:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:20:45
SQ
defensive score: 0.048
11:20:45
SQ
defensive threshold: 5
11:20:45
SQ
-> Behaviors to pick from:
Engage.Melee (340.312)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (340.312)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:20:45
SQ
-> Behavior picked: Engage.Melee (340.312)
11:20:45
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
11:20:45
SQ
Skill [Hidden] removed from [Wiederganger].
11:20:45
SQ
* Wiederganger: Reached engage destination
11:20:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:20:45
SQ
-> Behavior picked: Idle (1)
11:20:46
SQ
* Wiederganger: Ending Turn with 3 of 6 AP left.
11:20:46
SQ
* ---------------------------------------------------
11:20:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:20:46
SQ
Turn started for Bjarne
11:20:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:20:48
SQ
[Bjarne] executes skill [Cleave] on target [Wiederganger]
11:20:48
SQ
Bjarne uses skill Cleave
11:20:50
SQ
[Bjarne] executes skill [Cleave] on target [Wiederganger]
11:20:50
SQ
Bjarne uses skill Cleave
11:20:50
SQ
Wiederganger has died.
11:20:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:20:50
SQ
Turn started for Wiederganger
11:20:50
SQ
*
11:20:50
SQ
* Wiederganger: Starting turn.
11:20:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:20:51
SQ
-> Behaviors to pick from:
Engage.Melee (308.478)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (308.478)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:20:51
SQ
-> Behavior picked: Engage.Melee (308.478)
11:20:51
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
11:20:51
SQ
Skill [Hidden] removed from [Wiederganger].
11:20:51
SQ
* Wiederganger: Reached engage destination
11:20:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:20:52
SQ
-> Behavior picked: Idle (1)
11:20:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:20:52
SQ
* ---------------------------------------------------
11:20:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:20:52
SQ
Turn started for Wiederganger
11:20:52
SQ
*
11:20:52
SQ
* Wiederganger: Starting turn.
11:20:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:20:52
SQ
-> Behaviors to pick from:
Engage.Melee (307.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (307.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:20:52
SQ
-> Behavior picked: Engage.Melee (307.5)
11:20:53
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
11:20:53
SQ
* Wiederganger: Reached engage destination
11:20:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:20:53
SQ
-> Behavior picked: Idle (1)
11:20:53
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
11:20:53
SQ
* ---------------------------------------------------
11:20:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:20:54
SQ
Turn started for Palaemon the Oldguard
11:20:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:20:57
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
11:20:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:20:58
SQ
Turn started for Svein
11:20:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:21:01
SQ
TurnSequenceBar::entityWaitTurn(Svein)
11:21:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:21:01
SQ
Turn started for Winrich
11:21:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:21:04
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
11:21:04
SQ
Winrich uses skill Slash
11:21:06
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
11:21:06
SQ
Winrich uses skill Slash
11:21:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:21:06
SQ
Turn started for Torleif
11:21:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:21:09
SQ
[Torleif] executes skill [Impale] on target [Wiederganger]
11:21:09
SQ
Torleif uses skill Impale
11:21:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:21:12
SQ
Turn started for Ragnar the Blade
11:21:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:21:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:21:15
SQ
Turn started for Wiederganger
11:21:15
SQ
*
11:21:15
SQ
* Wiederganger: Starting turn.
11:21:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:21:15
SQ
-> Behaviors to pick from:
Engage.Melee (322.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (322.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:21:15
SQ
-> Behavior picked: Engage.Melee (322.5)
11:21:16
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
11:21:17
SQ
* Wiederganger: Reached engage destination
11:21:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:21:17
SQ
-> Behavior picked: Idle (1)
11:21:17
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
11:21:17
SQ
* ---------------------------------------------------
11:21:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:21:17
SQ
Turn started for Wiederganger
11:21:17
SQ
*
11:21:17
SQ
* Wiederganger: Starting turn.
11:21:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:21:17
SQ
-> Behaviors to pick from:
Engage.Melee (268.182)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (268.182)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:21:17
SQ
-> Behavior picked: Engage.Melee (268.182)
11:21:18
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
11:21:18
SQ
* Wiederganger: Reached engage destination
11:21:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:21:18
SQ
-> Behavior picked: Idle (1)
11:21:18
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:21:18
SQ
* ---------------------------------------------------
11:21:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:21:19
SQ
Turn started for Wiederganger
11:21:19
SQ
*
11:21:19
SQ
* Wiederganger: Starting turn.
11:21:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:21:19
SQ
-> Behaviors to pick from:
Engage.Melee (323.125)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (323.125)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:21:19
SQ
-> Behavior picked: Engage.Melee (323.125)
11:21:20
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
11:21:20
SQ
* Wiederganger: Reached engage destination
11:21:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:21:20
SQ
-> Behavior picked: Idle (1)
11:21:20
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
11:21:20
SQ
* ---------------------------------------------------
11:21:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:21:21
SQ
Turn started for Alfgeir
11:21:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:21:24
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
11:21:24
SQ
Alfgeir uses skill Thrust
11:21:25
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
11:21:25
SQ
Alfgeir uses skill Thrust
11:21:25
SQ
Wiederganger has died.
11:21:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:21:26
SQ
Turn started for Gerhard
11:21:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:21:28
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
11:21:28
SQ
Gerhard uses skill Thrust
11:21:28
SQ
Wiederganger has died.
11:21:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:21:31
SQ
Turn started for Gunnar the Hound
11:21:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:21:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:21:36
SQ
Turn started for Alantyr the Swift
11:21:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:21:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:21:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:21:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:21:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:21:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:21:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:21:48
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
11:21:48
SQ
Svein uses skill Thrust
11:21:51
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
11:21:51
SQ
Svein uses skill Thrust
11:21:51
SQ
INFO: Next round issued: 8
11:21:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:21:51
SQ
Turn started for Ghoul
11:21:51
SQ
*
11:21:51
SQ
* Ghoul: Starting turn.
11:21:51
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:21:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:21:53
SQ
-> Behaviors to pick from:
Retreat (1016.67)(*), GruesomeFeast (350)(*), Engage.Melee (56.1), Idle (1), Defend (0), Roam (0), BreakFree (0), Attack.Default (0), Flee (0)
Retreat (1016.67)(*), GruesomeFeast (350)(*), Engage.Melee (56.1), Idle (1), Defend (0), Roam (0), BreakFree (0), Attack.Default (0), Flee (0)
11:21:53
SQ
-> Behavior picked: Retreat (1016.67)
11:21:53
SQ
* Ghoul: Retreating.
11:21:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:21:54
SQ
Turn started for Ghoul
11:21:54
SQ
*
11:21:54
SQ
* Ghoul: Starting turn.
11:21:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:21:55
SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (2033.33), Idle (1), Defend (0), Roam (0), GruesomeFeast (0), Engage.Melee (0), Attack.Default (0), BreakFree (0)
Flee (9000)(*), Retreat (2033.33), Idle (1), Defend (0), Roam (0), GruesomeFeast (0), Engage.Melee (0), Attack.Default (0), BreakFree (0)
11:21:55
SQ
-> Behavior picked: Flee (9000)
11:21:55
SQ
* Ghoul: Fleeing.
11:21:55
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Defend (0), Roam (0), Retreat (0), Engage.Melee (0), Attack.Default (0), BreakFree (0), Flee (0)
Idle (1)(*), GruesomeFeast (0), Defend (0), Roam (0), Retreat (0), Engage.Melee (0), Attack.Default (0), BreakFree (0), Flee (0)
11:21:55
SQ
-> Behavior picked: Idle (1)
11:21:55
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:21:55
SQ
* ---------------------------------------------------
11:21:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:21:56
SQ
Turn started for Ghoul
11:21:56
SQ
*
11:21:56
SQ
* Ghoul: Starting turn.
11:21:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:21:56
SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (2033.33), Idle (1), BreakFree (0), Defend (0), Attack.Default (0), Roam (0), Engage.Melee (0), GruesomeFeast (0)
Flee (9000)(*), Retreat (2033.33), Idle (1), BreakFree (0), Defend (0), Attack.Default (0), Roam (0), Engage.Melee (0), GruesomeFeast (0)
11:21:56
SQ
-> Behavior picked: Flee (9000)
11:21:56
SQ
* Ghoul: Fleeing.
11:21:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Defend (0), Retreat (0), Roam (0), Engage.Melee (0), GruesomeFeast (0), Flee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Defend (0), Retreat (0), Roam (0), Engage.Melee (0), GruesomeFeast (0), Flee (0)
11:21:56
SQ
-> Behavior picked: Idle (1)
11:21:56
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:21:56
SQ
* ---------------------------------------------------
11:21:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:21:56
SQ
Turn started for Gothart
11:21:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:21:59
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
11:22:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:22:00
SQ
Turn started for Thorismund Balduric
11:22:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:22:01
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
11:22:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:22:02
SQ
Turn started for Palaemon the Oldguard
11:22:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:22:03
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
11:22:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:22:04
SQ
Turn started for Ragnar the Blade
11:22:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:22:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:22:07
SQ
Turn started for Wiederganger
11:22:07
SQ
*
11:22:07
SQ
* Wiederganger: Starting turn.
11:22:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:22:07
SQ
-> Behaviors to pick from:
Engage.Melee (260.87)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (260.87)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:22:07
SQ
-> Behavior picked: Engage.Melee (260.87)
11:22:07
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:22:07
SQ
Skill [Hidden] removed from [Wiederganger].
11:22:07
SQ
* Wiederganger: Reached engage destination
11:22:08
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:22:08
SQ
-> Behavior picked: Idle (1)
11:22:08
SQ
* Wiederganger: Ending Turn with 3 of 6 AP left.
11:22:08
SQ
* ---------------------------------------------------
11:22:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:22:08
SQ
Turn started for Bjarne
11:22:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:22:11
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
11:22:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:22:11
SQ
Turn started for Torleif
11:22:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:22:15
SQ
[Torleif] executes skill [Impale] on target [Wiederganger]
11:22:15
SQ
Torleif uses skill Impale
11:22:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:22:17
SQ
Turn started for Wiederganger
11:22:17
SQ
*
11:22:17
SQ
* Wiederganger: Starting turn.
11:22:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:22:18
SQ
-> Behaviors to pick from:
Engage.Melee (340.312)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (340.312)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:22:18
SQ
-> Behavior picked: Engage.Melee (340.312)
11:22:18
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
11:22:18
SQ
Skill [Hidden] removed from [Wiederganger].
11:22:18
SQ
* Wiederganger: Reached engage destination
11:22:18
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:22:18
SQ
-> Behavior picked: Idle (1)
11:22:18
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:22:18
SQ
* ---------------------------------------------------
11:22:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:22:19
SQ
Turn started for Wiederganger
11:22:19
SQ
*
11:22:19
SQ
* Wiederganger: Starting turn.
11:22:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:22:19
SQ
-> Behaviors to pick from:
Attack.Default (61.8682)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (61.8682)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
11:22:19
SQ
-> Behavior picked: Attack.Default (61.8682)
11:22:20
SQ
* Wiederganger: Using Thrust against Alfgeir!
11:22:20
SQ
Wiederganger uses skill Thrust
11:22:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
11:22:20
SQ
-> Behavior picked: Idle (1)
11:22:20
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:22:20
SQ
* ---------------------------------------------------
11:22:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:22:20
SQ
Turn started for Winrich
11:22:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:22:23
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
11:22:23
SQ
Winrich uses skill Slash
11:22:25
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
11:22:25
SQ
Winrich uses skill Slash
11:22:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:22:25
SQ
Turn started for Svein
11:22:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:22:28
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
11:22:28
SQ
Svein uses skill Thrust
11:22:30
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
11:22:30
SQ
Svein uses skill Thrust
11:22:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:22:30
SQ
Turn started for Wiederganger
11:22:30
SQ
*
11:22:30
SQ
* Wiederganger: Starting turn.
11:22:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:22:30
SQ
-> Behaviors to pick from:
Engage.Melee (286.957)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (286.957)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
11:22:30
SQ
-> Behavior picked: Engage.Melee (286.957)
11:22:31
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:22:31
SQ
* Wiederganger: Reached engage destination
11:22:31
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
11:22:31
SQ
-> Behavior picked: Idle (1)
11:22:32
SQ
* Wiederganger: Ending Turn with 3 of 6 AP left.
11:22:32
SQ
* ---------------------------------------------------
11:22:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:22:32
SQ
Turn started for Gunnar the Hound
11:22:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:22:35
SQ
TurnSequenceBar::entityWaitTurn(Gunnar the Hound)
11:22:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:22:35
SQ
Turn started for Alantyr the Swift
11:22:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:22:40
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
11:22:40
SQ
Alantyr the Swift uses skill Quick Shot
11:22:46
UI
equip item: 52784541
11:22:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:22:49
SQ
Turn started for Gerhard
11:22:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:22:52
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
11:22:52
SQ
Gerhard uses skill Thrust
11:22:54
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
11:22:54
SQ
Gerhard uses skill Thrust
11:22:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:22:54
SQ
Turn started for Alfgeir
11:22:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:22:58
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
11:22:58
SQ
Alfgeir uses skill Thrust
11:23:00
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
11:23:00
SQ
Alfgeir uses skill Thrust
11:23:00
SQ
Wiederganger has died.
11:23:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:23:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:23:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:23:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:23:17
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
11:23:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:23:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:23:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:23:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:23:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:23:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:23:22
SQ
INFO: Next round issued: 9
11:23:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:23:22
SQ
Turn started for Ghoul
11:23:22
SQ
*
11:23:22
SQ
* Ghoul: Starting turn.
11:23:22
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:23:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:23:24
SQ
-> Behaviors to pick from:
Retreat (1058.33)(*), GruesomeFeast (322.222)(*), Engage.Melee (58.6184), Idle (1), Defend (0), Roam (0), BreakFree (0), Flee (0), Attack.Default (0)
Retreat (1058.33)(*), GruesomeFeast (322.222)(*), Engage.Melee (58.6184), Idle (1), Defend (0), Roam (0), BreakFree (0), Flee (0), Attack.Default (0)
11:23:24
SQ
-> Behavior picked: Retreat (1058.33)
11:23:24
SQ
* Ghoul: Retreating.
11:23:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:23:25
SQ
Turn started for Ghoul
11:23:25
SQ
*
11:23:25
SQ
* Ghoul: Starting turn.
11:23:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:23:25
SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (2116.67), Idle (1), Engage.Melee (0), Defend (0), Attack.Default (0), BreakFree (0), Roam (0), GruesomeFeast (0)
Flee (9000)(*), Retreat (2116.67), Idle (1), Engage.Melee (0), Defend (0), Attack.Default (0), BreakFree (0), Roam (0), GruesomeFeast (0)
11:23:25
SQ
-> Behavior picked: Flee (9000)
11:23:25
SQ
* Ghoul: Fleeing.
11:23:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Engage.Melee (0), Defend (0), Retreat (0), BreakFree (0), Roam (0), GruesomeFeast (0), Flee (0)
Idle (1)(*), Attack.Default (0), Engage.Melee (0), Defend (0), Retreat (0), BreakFree (0), Roam (0), GruesomeFeast (0), Flee (0)
11:23:25
SQ
-> Behavior picked: Idle (1)
11:23:25
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:23:25
SQ
* ---------------------------------------------------
11:23:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:23:26
SQ
Turn started for Ghoul
11:23:26
SQ
*
11:23:26
SQ
* Ghoul: Starting turn.
11:23:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:23:26
SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (2116.67), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0), GruesomeFeast (0), Defend (0), Attack.Default (0)
Flee (9000)(*), Retreat (2116.67), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0), GruesomeFeast (0), Defend (0), Attack.Default (0)
11:23:26
SQ
-> Behavior picked: Flee (9000)
11:23:26
SQ
* Ghoul: Fleeing.
11:23:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Retreat (0), GruesomeFeast (0), Defend (0), Attack.Default (0), Flee (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Retreat (0), GruesomeFeast (0), Defend (0), Attack.Default (0), Flee (0)
11:23:26
SQ
-> Behavior picked: Idle (1)
11:23:26
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
11:23:26
SQ
* ---------------------------------------------------
11:23:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:23:26
SQ
Turn started for Ragnar the Blade
11:23:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:23:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:23:32
SQ
Turn started for Thorismund Balduric
11:23:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:23:35
SQ
[Thorismund Balduric] executes skill [Impale] on target [Wiederganger]
11:23:35
SQ
Thorismund Balduric uses skill Impale
11:23:35
SQ
Wiederganger has died.
11:23:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:23:38
SQ
Turn started for Palaemon the Oldguard
11:23:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:23:41
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
11:23:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:23:41
SQ
Turn started for Gothart
11:23:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:23:46
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
11:23:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:23:47
SQ
Turn started for Wiederganger
11:23:47
SQ
*
11:23:47
SQ
* Wiederganger: Starting turn.
11:23:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:23:47
SQ
-> Behaviors to pick from:
Engage.Melee (185.625)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (185.625)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:23:47
SQ
-> Behavior picked: Engage.Melee (185.625)
11:23:47
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
11:23:48
SQ
* Wiederganger: Reached engage destination
11:23:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:23:48
SQ
-> Behavior picked: Idle (1)
11:23:49
SQ
* Wiederganger: Ending Turn with 3 of 6 AP left.
11:23:49
SQ
* ---------------------------------------------------
11:23:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:23:49
SQ
Turn started for Bjarne
11:23:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:23:51
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
11:23:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:23:51
SQ
Turn started for Wiederganger
11:23:51
SQ
*
11:23:51
SQ
* Wiederganger: Starting turn.
11:23:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:23:52
SQ
-> Behaviors to pick from:
Engage.Melee (283.571)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (283.571)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
11:23:52
SQ
-> Behavior picked: Engage.Melee (283.571)
11:23:52
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
11:23:53
SQ
* Wiederganger: Reached engage destination
11:23:53
SQ
-> Behaviors to pick from:
Attack.Default (41.2)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (41.2)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
11:23:53
SQ
-> Behavior picked: Attack.Default (41.2)
11:23:53
SQ
* Wiederganger: Using Bash against Svein!
11:23:53
SQ
Wiederganger uses skill Bash
11:23:54
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
11:23:54
SQ
-> Behavior picked: Idle (1)
11:23:54
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
11:23:54
SQ
* ---------------------------------------------------
11:23:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:23:54
SQ
Turn started for Torleif
11:23:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:23:59
SQ
[Torleif] executes skill [Impale] on target [Wiederganger]
11:23:59
SQ
Torleif uses skill Impale
11:24:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:24:01
SQ
Turn started for Svein
11:24:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:24:04
Resource
Loading: music/undead_02.music
11:24:04
Resource
Unloading: music/undead_01.music
11:24:04
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
11:24:04
SQ
Svein uses skill Thrust
11:24:09
SQ
[Svein] executes skill [Shieldwall] on target [Svein]
11:24:09
SQ
Svein uses skill Shieldwall
11:24:09
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
11:24:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:24:09
SQ
Turn started for Wiederganger
11:24:09
SQ
*
11:24:09
SQ
* Wiederganger: Starting turn.
11:24:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:24:09
SQ
-> Behaviors to pick from:
Attack.Default (51.2238)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (51.2238)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
11:24:09
SQ
-> Behavior picked: Attack.Default (51.2238)
11:24:10
SQ
* Wiederganger: Using Chop against Alfgeir!
11:24:10
SQ
Wiederganger uses skill Chop
11:24:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
11:24:10
SQ
-> Behavior picked: Idle (1)
11:24:10
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:24:10
SQ
* ---------------------------------------------------
11:24:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:24:11
SQ
Turn started for Gunnar the Hound
11:24:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:24:14
SQ
TurnSequenceBar::entityWaitTurn(Gunnar the Hound)
11:24:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:24:14
SQ
Turn started for Winrich
11:24:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:24:19
SQ
[Winrich] executes skill [Split] on target [Wiederganger]
11:24:19
SQ
Winrich uses skill Split
11:24:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:24:21
SQ
Turn started for Gerhard
11:24:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:24:25
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
11:24:25
SQ
Gerhard uses skill Thrust
11:24:25
SQ
Wiederganger has died.
11:24:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:24:27
SQ
Turn started for Alantyr the Swift
11:24:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:24:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:24:30
SQ
Turn started for Alfgeir
11:24:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:24:33
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
11:24:33
SQ
Alfgeir uses skill Thrust
11:24:34
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
11:24:34
SQ
Alfgeir uses skill Thrust
11:24:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:24:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:24:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:24:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:24:40
SQ
[Gothart] executes skill [Rupture] on target [Wiederganger]
11:24:40
SQ
Gothart uses skill Rupture
11:24:40
SQ
Wiederganger has died.
11:24:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:24:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:24:42
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
11:24:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:24:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:24:44
SQ
INFO: Next round issued: 10
11:24:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:24:44
SQ
Turn started for Ghoul
11:24:44
SQ
*
11:24:44
SQ
* Ghoul: Starting turn.
11:24:44
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:24:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:24:46
SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (2366.67)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0), GruesomeFeast (0), Defend (0), Attack.Default (0)
Flee (9000)(*), Retreat (2366.67)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0), GruesomeFeast (0), Defend (0), Attack.Default (0)
11:24:46
SQ
-> Behavior picked: Flee (9000)
11:24:46
SQ
* Ghoul: Fleeing.
11:24:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Retreat (0), GruesomeFeast (0), Defend (0), Attack.Default (0), Flee (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Retreat (0), GruesomeFeast (0), Defend (0), Attack.Default (0), Flee (0)
11:24:46
SQ
-> Behavior picked: Idle (1)
11:24:46
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:24:46
SQ
* ---------------------------------------------------
11:24:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:24:46
SQ
Turn started for Ghoul
11:24:46
SQ
*
11:24:46
SQ
* Ghoul: Starting turn.
11:24:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:24:47
SQ
-> Behaviors to pick from:
Retreat (1183.33)(*), GruesomeFeast (333.333)(*), Engage.Melee (50.2098), Idle (1), Defend (0), Roam (0), BreakFree (0), Attack.Default (0), Flee (0)
Retreat (1183.33)(*), GruesomeFeast (333.333)(*), Engage.Melee (50.2098), Idle (1), Defend (0), Roam (0), BreakFree (0), Attack.Default (0), Flee (0)
11:24:47
SQ
-> Behavior picked: GruesomeFeast (333.333)
11:24:47
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:24:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Defend (0), Roam (0), Attack.Default (0), GruesomeFeast (0), Flee (0), Retreat (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Defend (0), Roam (0), Attack.Default (0), GruesomeFeast (0), Flee (0), Retreat (0)
11:24:47
SQ
-> Behavior picked: Idle (1)
11:24:47
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:24:47
SQ
* ---------------------------------------------------
11:24:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:24:47
SQ
Turn started for Ghoul
11:24:47
SQ
*
11:24:47
SQ
* Ghoul: Starting turn.
11:24:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:24:47
SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (2366.67)(*), Idle (1), GruesomeFeast (0), Roam (0), Defend (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Flee (9000)(*), Retreat (2366.67)(*), Idle (1), GruesomeFeast (0), Roam (0), Defend (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
11:24:47
SQ
-> Behavior picked: Flee (9000)
11:24:47
SQ
* Ghoul: Fleeing.
11:24:47
SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (2366.67)(*), Idle (1), Roam (0), Defend (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), GruesomeFeast (0)
Flee (9000)(*), Retreat (2366.67)(*), Idle (1), Roam (0), Defend (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), GruesomeFeast (0)
11:24:47
SQ
-> Behavior picked: Flee (9000)
11:24:47
SQ
* Ghoul: Fleeing.
11:24:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Roam (0), Defend (0), Retreat (0), BreakFree (0), Engage.Melee (0), GruesomeFeast (0), Flee (0)
Idle (1)(*), Attack.Default (0), Roam (0), Defend (0), Retreat (0), BreakFree (0), Engage.Melee (0), GruesomeFeast (0), Flee (0)
11:24:47
SQ
-> Behavior picked: Idle (1)
11:24:47
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:24:47
SQ
* ---------------------------------------------------
11:24:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:24:48
SQ
Turn started for Thorismund Balduric
11:24:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:24:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:24:50
SQ
Turn started for Ragnar the Blade
11:24:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:25:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:25:03
SQ
Turn started for Bjarne
11:25:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:25:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:25:04
SQ
Turn started for Palaemon the Oldguard
11:25:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:25:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:25:06
SQ
Turn started for Gothart
11:25:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:25:09
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
11:25:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:25:10
SQ
Turn started for Torleif
11:25:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:25:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:25:17
SQ
Turn started for Gunnar the Hound
11:25:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:25:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:25:20
SQ
Turn started for Wiederganger
11:25:20
SQ
*
11:25:20
SQ
* Wiederganger: Starting turn.
11:25:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:25:20
SQ
-> Behaviors to pick from:
Attack.Default (51.5488)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
Attack.Default (51.5488)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
11:25:20
SQ
-> Behavior picked: Attack.Default (51.5488)
11:25:21
SQ
* Wiederganger: Using Chop against Alfgeir!
11:25:21
SQ
Wiederganger uses skill Chop
11:25:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
11:25:21
SQ
-> Behavior picked: Idle (1)
11:25:21
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
11:25:21
SQ
* ---------------------------------------------------
11:25:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:25:21
SQ
Turn started for Alantyr the Swift
11:25:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:25:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:25:26
SQ
Turn started for Svein
11:25:26
SQ
Skill [Shieldwall] removed from [Svein].
11:25:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:25:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:25:29
SQ
Turn started for Gerhard
11:25:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:25:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:25:31
SQ
Turn started for Winrich
11:25:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:25:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:25:33
SQ
Turn started for Alfgeir
11:25:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:25:35
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
11:25:35
SQ
Alfgeir uses skill Thrust
11:25:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:25:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:25:42
SQ
[Gothart] executes skill [Rupture] on target [Wiederganger]
11:25:42
SQ
Gothart uses skill Rupture
11:25:42
SQ
Wiederganger has died.
11:25:42
SQ
INFO: Next round issued: 11
11:25:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:25:43
SQ
Turn started for Thorismund Balduric
11:25:43
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:25:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:29:27
Resource
Loading: music/undead_01.music
11:29:27
Resource
Unloading: music/undead_02.music
11:34:28
Resource
Loading: music/undead_02.music
11:34:28
Resource
Unloading: music/undead_01.music
11:35:26
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
11:35:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:35:26
SQ
Turn started for Ragnar the Blade
11:35:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:35:33
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
11:35:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:35:33
SQ
Turn started for Ghoul
11:35:33
SQ
*
11:35:33
SQ
* Ghoul: Starting turn.
11:35:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:35:34
SQ
defensive score: 0
11:35:34
SQ
defensive threshold: 1.5
11:35:34
SQ
-> Behaviors to pick from:
Retreat (1225)(*), GruesomeFeast (333.333)(*), Engage.Melee (42.7941), Idle (1), Roam (0), Attack.Default (0), BreakFree (0), Flee (0), Defend (0)
Retreat (1225)(*), GruesomeFeast (333.333)(*), Engage.Melee (42.7941), Idle (1), Roam (0), Attack.Default (0), BreakFree (0), Flee (0), Defend (0)
11:35:34
SQ
-> Behavior picked: Retreat (1225)
11:35:34
SQ
* Ghoul: Retreating.
11:35:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:35:36
SQ
Turn started for Ghoul
11:35:36
SQ
*
11:35:36
SQ
* Ghoul: Starting turn.
11:35:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:35:37
SQ
defensive score: 0
11:35:37
SQ
defensive threshold: 1.5
11:35:37
SQ
-> Behaviors to pick from:
Retreat (1225)(*), GruesomeFeast (619.048)(*), Engage.Melee (55), Idle (1), Flee (0), BreakFree (0), Defend (0), Attack.Default (0), Roam (0)
Retreat (1225)(*), GruesomeFeast (619.048)(*), Engage.Melee (55), Idle (1), Flee (0), BreakFree (0), Defend (0), Attack.Default (0), Roam (0)
11:35:37
SQ
-> Behavior picked: Retreat (1225)
11:35:37
SQ
* Ghoul: Retreating.
11:35:37
SQ
* Ghoul: Retreated!
11:35:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:35:37
SQ
Turn started for Ghoul
11:35:37
SQ
*
11:35:37
SQ
* Ghoul: Starting turn.
11:35:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:35:38
SQ
defensive score: 0
11:35:38
SQ
defensive threshold: 1.5
11:35:38
SQ
-> Behaviors to pick from:
Retreat (1266.67)(*), GruesomeFeast (640.476)(*), Engage.Melee (55), Idle (1), Flee (0), BreakFree (0), Roam (0), Defend (0), Attack.Default (0)
Retreat (1266.67)(*), GruesomeFeast (640.476)(*), Engage.Melee (55), Idle (1), Flee (0), BreakFree (0), Roam (0), Defend (0), Attack.Default (0)
11:35:38
SQ
-> Behavior picked: GruesomeFeast (640.476)
11:35:38
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:35:38
SQ
defensive score: 0
11:35:38
SQ
defensive threshold: 1.5
11:35:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), Flee (0), BreakFree (0), Defend (0), GruesomeFeast (0), Attack.Default (0), Retreat (0)
Idle (1)(*), Engage.Melee (0), Roam (0), Flee (0), BreakFree (0), Defend (0), GruesomeFeast (0), Attack.Default (0), Retreat (0)
11:35:38
SQ
-> Behavior picked: Idle (1)
11:35:38
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:35:38
SQ
* ---------------------------------------------------
11:35:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:35:38
SQ
Turn started for Bjarne
11:35:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:35:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:35:41
SQ
Turn started for Palaemon the Oldguard
11:35:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:35:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:35:42
SQ
Turn started for Gunnar the Hound
11:35:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:35:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:35:44
SQ
Turn started for Gothart
11:35:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:35:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:35:49
SQ
Turn started for Torleif
11:35:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:35:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:35:51
SQ
Turn started for Alantyr the Swift
11:35:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:35:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:35:52
SQ
Turn started for Svein
11:35:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:35:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:35:54
SQ
Turn started for Gerhard
11:35:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:35:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:35:54
SQ
Turn started for Winrich
11:35:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:35:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:35:55
SQ
Turn started for Alfgeir
11:35:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:35:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:35:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:35:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:35:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:35:58
SQ
INFO: Next round issued: 12
11:35:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:35:58
SQ
Turn started for Gothart
11:35:58
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:35:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:36:00
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:36:02
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
11:36:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:36:03
SQ
Turn started for Ghoul
11:36:03
SQ
*
11:36:03
SQ
* Ghoul: Starting turn.
11:36:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:36:03
SQ
defensive score: 0
11:36:03
SQ
defensive threshold: 2.25
11:36:03
SQ
-> Behaviors to pick from:
Retreat (1230)(*), GruesomeFeast (333.333)(*), Engage.Melee (42.5694), Idle (1), Roam (0), Attack.Default (0), BreakFree (0), Defend (0), Flee (0)
Retreat (1230)(*), GruesomeFeast (333.333)(*), Engage.Melee (42.5694), Idle (1), Roam (0), Attack.Default (0), BreakFree (0), Defend (0), Flee (0)
11:36:03
SQ
-> Behavior picked: Retreat (1230)
11:36:03
SQ
* Ghoul: Retreating.
11:36:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:36:03
SQ
Turn started for Ragnar the Blade
11:36:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:36:41
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
11:36:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:36:41
SQ
Turn started for Bjarne
11:36:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:36:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:36:42
SQ
Turn started for Ghoul
11:36:42
SQ
*
11:36:42
SQ
* Ghoul: Starting turn.
11:36:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:36:43
SQ
defensive score: 0
11:36:43
SQ
defensive threshold: 2.25
11:36:43
SQ
-> Behaviors to pick from:
Retreat (1230)(*), GruesomeFeast (640.476)(*), Engage.Melee (55), Idle (1), BreakFree (0), Defend (0), Roam (0), Attack.Default (0), Flee (0)
Retreat (1230)(*), GruesomeFeast (640.476)(*), Engage.Melee (55), Idle (1), BreakFree (0), Defend (0), Roam (0), Attack.Default (0), Flee (0)
11:36:43
SQ
-> Behavior picked: GruesomeFeast (640.476)
11:36:43
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:36:43
SQ
defensive score: 0
11:36:43
SQ
defensive threshold: 2.25
11:36:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Defend (0), Attack.Default (0), GruesomeFeast (0), Flee (0), Retreat (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Defend (0), Attack.Default (0), GruesomeFeast (0), Flee (0), Retreat (0)
11:36:43
SQ
-> Behavior picked: Idle (1)
11:36:43
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:36:43
SQ
* ---------------------------------------------------
11:36:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:36:43
SQ
Turn started for Palaemon the Oldguard
11:36:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:36:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:36:47
SQ
Turn started for Thorismund Balduric
11:36:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:36:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:36:49
SQ
Turn started for Gunnar the Hound
11:36:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:36:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:36:52
SQ
Turn started for Torleif
11:36:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:36:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:36:54
SQ
Turn started for Alantyr the Swift
11:36:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:36:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:36:56
SQ
Turn started for Svein
11:36:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:36:59
SQ
TurnSequenceBar::entityWaitTurn(Svein)
11:36:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:36:59
SQ
Turn started for Gerhard
11:37:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:37:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:37:02
SQ
Turn started for Winrich
11:37:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:37:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:37:03
SQ
Turn started for Alfgeir
11:37:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:37:06
SQ
TurnSequenceBar::entityWaitTurn(Alfgeir)
11:37:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:37:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:37:08
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
11:37:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:37:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:37:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:37:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:37:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:37:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:37:12
SQ
INFO: Next round issued: 13
11:37:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:37:12
SQ
Turn started for Thorismund Balduric
11:37:12
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:37:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:37:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:37:16
SQ
Turn started for Ragnar the Blade
11:37:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:37:19
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
11:37:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:37:19
SQ
Turn started for Ghoul
11:37:19
SQ
*
11:37:19
SQ
* Ghoul: Starting turn.
11:37:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:37:19
SQ
defensive score: 0
11:37:19
SQ
defensive threshold: 2.25
11:37:19
SQ
-> Behaviors to pick from:
Retreat (1230)(*), GruesomeFeast (333.333)(*), Engage.Melee (55), Idle (1), Roam (0), Attack.Default (0), BreakFree (0), Flee (0), Defend (0)
Retreat (1230)(*), GruesomeFeast (333.333)(*), Engage.Melee (55), Idle (1), Roam (0), Attack.Default (0), BreakFree (0), Flee (0), Defend (0)
11:37:19
SQ
-> Behavior picked: Retreat (1230)
11:37:19
SQ
* Ghoul: Retreating.
11:37:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:37:20
SQ
Turn started for Bjarne
11:37:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:37:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:37:22
SQ
Turn started for Torleif
11:37:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:37:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:37:24
SQ
Turn started for Palaemon the Oldguard
11:37:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:37:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:37:25
SQ
Turn started for Ghoul
11:37:25
SQ
*
11:37:25
SQ
* Ghoul: Starting turn.
11:37:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:37:25
SQ
defensive score: 0
11:37:25
SQ
defensive threshold: 2.25
11:37:25
SQ
-> Behaviors to pick from:
Retreat (1230)(*), GruesomeFeast (640.476)(*), Engage.Melee (45.1094), Idle (1), Defend (0), Attack.Default (0), Roam (0), Flee (0), BreakFree (0)
Retreat (1230)(*), GruesomeFeast (640.476)(*), Engage.Melee (45.1094), Idle (1), Defend (0), Attack.Default (0), Roam (0), Flee (0), BreakFree (0)
11:37:25
SQ
-> Behavior picked: Retreat (1230)
11:37:25
SQ
* Ghoul: Retreating.
11:37:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:37:26
SQ
Turn started for Gothart
11:37:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:37:29
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
11:37:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:37:29
SQ
Turn started for Alantyr the Swift
11:37:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:37:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:37:34
SQ
Turn started for Gunnar the Hound
11:37:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:37:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:37:41
SQ
Turn started for Gerhard
11:37:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:37:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:37:43
SQ
Turn started for Winrich
11:37:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:37:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:37:44
SQ
Turn started for Svein
11:37:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:37:46
SQ
TurnSequenceBar::entityWaitTurn(Svein)
11:37:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
11:37:46
SQ
Turn started for Wiederganger
11:37:46
SQ
*
11:37:46
SQ
* Wiederganger: Starting turn.
11:37:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
11:37:47
SQ
defensive score: 0
11:37:47
SQ
defensive threshold: 2.25
11:37:47
SQ
-> Behaviors to pick from:
Engage.Melee (140.556)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (140.556)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
11:37:47
SQ
-> Behavior picked: Engage.Melee (140.556)
11:37:47
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
11:37:48
SQ
* Wiederganger: Reached engage destination
11:37:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
11:37:48
SQ
-> Behavior picked: Idle (1)
11:37:48
SQ
* Wiederganger: Ending Turn with 3 of 6 AP left.
11:37:48
SQ
* ---------------------------------------------------
11:37:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:37:48
SQ
Turn started for Alfgeir
11:37:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:37:51
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
11:37:51
SQ
Alfgeir uses skill Thrust
11:37:51
SQ
Wiederganger has died.
11:37:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:37:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:38:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:38:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:38:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:38:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:38:14
SQ
INFO: Next round issued: 14
11:38:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:38:14
SQ
Turn started for Torleif
11:38:14
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:38:14
SQ
knocking away visible entity
11:38:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:38:15
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
11:38:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:38:21
SQ
Turn started for Thorismund Balduric
11:38:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:38:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:38:27
SQ
Turn started for Ghoul
11:38:27
SQ
*
11:38:27
SQ
* Ghoul: Starting turn.
11:38:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:38:28
SQ
-> Behaviors to pick from:
Retreat (1234.62)(*), GruesomeFeast (466.667)(*), Engage.Melee (55), Idle (1), Roam (0), Attack.Default (0), BreakFree (0), Defend (0), Flee (0)
Retreat (1234.62)(*), GruesomeFeast (466.667)(*), Engage.Melee (55), Idle (1), Roam (0), Attack.Default (0), BreakFree (0), Defend (0), Flee (0)
11:38:28
SQ
-> Behavior picked: GruesomeFeast (466.667)
11:38:28
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:38:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), GruesomeFeast (0), Flee (0), Retreat (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), GruesomeFeast (0), Flee (0), Retreat (0)
11:38:28
SQ
-> Behavior picked: Idle (1)
11:38:28
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:38:28
SQ
* ---------------------------------------------------
11:38:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:38:28
SQ
Turn started for Ghoul
11:38:28
SQ
*
11:38:28
SQ
* Ghoul: Starting turn.
11:38:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:38:28
SQ
-> Behaviors to pick from:
Retreat (1234.62)(*), GruesomeFeast (773.81)(*), Engage.Melee (55), Idle (1), Defend (0), Attack.Default (0), Roam (0), BreakFree (0), Flee (0)
Retreat (1234.62)(*), GruesomeFeast (773.81)(*), Engage.Melee (55), Idle (1), Defend (0), Attack.Default (0), Roam (0), BreakFree (0), Flee (0)
11:38:28
SQ
-> Behavior picked: Retreat (1234.62)
11:38:28
SQ
* Ghoul: Retreating.
11:38:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:38:29
SQ
Turn started for Bjarne
11:38:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:38:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:38:33
SQ
Turn started for Ragnar the Blade
11:38:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:38:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:38:38
SQ
Turn started for Palaemon the Oldguard
11:38:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:38:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:38:46
SQ
Turn started for Gerhard
11:38:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:38:49
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
11:38:49
SQ
Gerhard uses skill Thrust
11:38:51
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
11:38:51
SQ
Gerhard uses skill Thrust
11:38:51
SQ
Wiederganger has died.
11:38:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:38:51
SQ
Turn started for Winrich
11:38:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:38:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:38:58
SQ
Turn started for Alantyr the Swift
11:38:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:39:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:39:04
SQ
Turn started for Gunnar the Hound
11:39:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:39:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:39:09
SQ
Turn started for Svein
11:39:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:39:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:39:11
SQ
Turn started for Gothart
11:39:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:39:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:39:16
SQ
Turn started for Alfgeir
11:39:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:39:18
SQ
INFO: Next round issued: 15
11:39:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:39:19
SQ
Turn started for Ragnar the Blade
11:39:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:39:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:39:27
SQ
Turn started for Svein
11:39:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:39:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:39:42
SQ
Turn started for Torleif
11:39:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:39:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:39:48
SQ
Turn started for Gothart
11:39:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:39:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:39:50
SQ
Turn started for Ghoul
11:39:50
SQ
*
11:39:50
SQ
* Ghoul: Starting turn.
11:39:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:39:51
SQ
defensive score: 0
11:39:51
SQ
defensive threshold: 1.5
11:39:51
SQ
-> Behaviors to pick from:
Retreat (1273.08)(*), GruesomeFeast (427.778)(*), Engage.Melee (55), Idle (1), Attack.Default (0), Defend (0), BreakFree (0), Flee (0), Roam (0)
Retreat (1273.08)(*), GruesomeFeast (427.778)(*), Engage.Melee (55), Idle (1), Attack.Default (0), Defend (0), BreakFree (0), Flee (0), Roam (0)
11:39:51
SQ
-> Behavior picked: Retreat (1273.08)
11:39:51
SQ
* Ghoul: Retreating.
11:39:52
Resource
Loading: music/undead_01.music
11:39:52
Resource
Unloading: music/undead_02.music
11:39:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:39:52
SQ
Turn started for Thorismund Balduric
11:39:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:39:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:39:56
SQ
Turn started for Ghoul
11:39:56
SQ
*
11:39:56
SQ
* Ghoul: Starting turn.
11:39:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:39:56
SQ
defensive score: 0
11:39:56
SQ
defensive threshold: 1.5
11:39:56
SQ
-> Behaviors to pick from:
Retreat (1273.08)(*), GruesomeFeast (723.81)(*), Engage.Melee (42.6), Idle (1), Defend (0), Attack.Default (0), Roam (0), Flee (0), BreakFree (0)
Retreat (1273.08)(*), GruesomeFeast (723.81)(*), Engage.Melee (42.6), Idle (1), Defend (0), Attack.Default (0), Roam (0), Flee (0), BreakFree (0)
11:39:56
SQ
-> Behavior picked: GruesomeFeast (723.81)
11:39:56
SQ
* Ghoul: Moving into range to use Gruesome Feast
11:39:57
SQ
defensive score: 0
11:39:57
SQ
defensive threshold: 1.5
11:39:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), Defend (0), Attack.Default (0), Flee (0), GruesomeFeast (0), BreakFree (0), Retreat (0)
Idle (1)(*), Engage.Melee (0), Roam (0), Defend (0), Attack.Default (0), Flee (0), GruesomeFeast (0), BreakFree (0), Retreat (0)
11:39:57
SQ
-> Behavior picked: Idle (1)
11:39:57
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
11:39:57
SQ
* ---------------------------------------------------
11:39:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:39:58
SQ
Turn started for Alantyr the Swift
11:39:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:40:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:40:01
SQ
Turn started for Gunnar the Hound
11:40:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:40:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:40:03
SQ
Turn started for Winrich
11:40:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:40:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:40:07
SQ
Turn started for Alfgeir
11:40:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:40:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:40:09
SQ
Turn started for Palaemon the Oldguard
11:40:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:40:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:40:14
SQ
Turn started for Bjarne
11:40:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:40:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:40:19
SQ
Turn started for Gerhard
11:40:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:40:21
SQ
INFO: Next round issued: 16
11:40:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:40:22
SQ
Turn started for Ragnar the Blade
11:40:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:40:33
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
11:40:33
SQ
Ragnar the Blade uses skill Quick Shot
11:40:34
SQ
Ghoul has died.
11:40:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
11:40:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:40:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:40:38
SQ
Turn started for Gothart
11:40:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:40:42
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
11:40:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:40:43
SQ
Turn started for Svein
11:40:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:40:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:40:53
SQ
Turn started for Torleif
11:40:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:40:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
11:40:59
SQ
Turn started for Ghoul
11:40:59
SQ
*
11:40:59
SQ
* Ghoul: Starting turn.
11:40:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
11:40:59
SQ
defensive score: 0
11:40:59
SQ
defensive threshold: 1.5
11:40:59
SQ
-> Behaviors to pick from:
Retreat (1311.54)(*), GruesomeFeast (472.222)(*), Engage.Melee (55), Idle (1), Attack.Default (0), Defend (0), BreakFree (0), Roam (0), Flee (0)
Retreat (1311.54)(*), GruesomeFeast (472.222)(*), Engage.Melee (55), Idle (1), Attack.Default (0), Defend (0), BreakFree (0), Roam (0), Flee (0)
11:40:59
SQ
-> Behavior picked: Retreat (1311.54)
11:41:00
SQ
* Ghoul: Retreating.
11:41:00
SQ
* Ghoul: Retreated!
11:41:00
Resource
Unloading: gfx/orientation_overlay.png
11:41:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:41:01
SQ
Turn started for Alfgeir
11:41:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:41:04
Resource
Loading: music/victory_01.music
11:41:04
Resource
Unloading: music/undead_01.music
11:41:09
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
11:41:09
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
11:41:09
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
11:41:09
SQ
World::onCombatFinished
11:41:09
SQ
TacticalState::onFinish
11:41:09
Resource
Unloading: gfx/object_0.png
11:41:09
Resource
Unloading: gfx/detail.png
11:41:09
Resource
Unloading Resource Package "Temporary Tactical Resources".
11:41:09
Resource
Unloading: sounds/enemies/zombie_hurt_01.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_hurt_02.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_hurt_03.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_hurt_04.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_hurt_05.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_hurt_06.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_hurt_07.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_death_01.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_death_02.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_death_03.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_death_04.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_death_05.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_death_06.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_rise_01.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_rise_02.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_rise_03.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_rise_04.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_idle_01.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_idle_02.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_idle_03.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_idle_04.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_idle_05.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_idle_06.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_bite_01.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_bite_02.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_bite_03.wav
11:41:09
Resource
Unloading: sounds/enemies/zombie_bite_04.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_flee_01.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_hurt_02.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_hurt_03.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_death_01.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_death_02.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_death_03.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_hurt_01.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_flee_02.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_flee_03.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_idle_01.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_idle_02.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_idle_03.wav
11:41:09
Resource
Unloading: sounds/enemies/orc_idle_03.wav
11:41:09
Resource
Unloading: gfx/entity_1.png
11:41:09
Resource
Unloading: sounds/enemies/ghoul_claws_01.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_claws_02.wav
11:41:09
Resource
Unloading: sounds/enemies/ghoul_claws_03.wav
11:41:09
Resource
Unloading: sounds/combat/werewolf_claw_01.wav
11:41:09
Resource
Unloading: sounds/combat/werewolf_claw_02.wav
11:41:09
Resource
Unloading: sounds/combat/werewolf_claw_03.wav
11:41:09
Resource
Unloading: sounds/enemies/gruesome_feast_01.wav
11:41:09
Resource
Unloading: sounds/enemies/gruesome_feast_03.wav
11:41:09
Resource
Unloading: sounds/enemies/gruesome_feast_04.wav
11:41:09
UI
IngameMenuScreen::UNREGISTER
11:41:09
UI
MainMenuModule::UNREGISTER
11:41:09
UI
LoadCampaignMenuModule::UNREGISTER
11:41:09
UI
SaveCampaignMenuModule::UNREGISTER
11:41:09
UI
OptionsMenuModule::UNREGISTER
11:41:09
UI
OptionsMenuModuleVideoPanel::UNREGISTER
11:41:09
UI
OptionsMenuModuleVideoPanel::UNREGISTER
11:41:09
UI
OptionsMenuModuleControlsPanel::UNREGISTER
11:41:09
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
11:41:09
UI
TacticalFleeScreen::UNREGISTER
11:41:09
UI
CharacterScreen::UNREGISTER
11:41:09
UI
CharacterScreenLeftPanelModule::UNREGISTER
11:41:09
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
11:41:09
UI
CharacterScreenPaperdollModule::UNREGISTER
11:41:09
UI
CharacterScreenSkillsModule::UNREGISTER
11:41:09
UI
CharacterScreenStatsModule::UNREGISTER
11:41:09
UI
CharacterScreenRightPanelModule::UNREGISTER
11:41:09
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
11:41:09
UI
CharacterScreenInventoryListModule::UNREGISTER
11:41:09
UI
CharacterScreenPerksModule::UNREGISTER
11:41:09
UI
CharacterScreenBrothersListModule::UNREGISTER
11:41:09
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
11:41:09
UI
TacticalScreen::UNREGISTER
11:41:09
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
11:41:09
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
11:41:09
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
11:41:09
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
11:41:09
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
11:41:09
UI
TacticalCombatResultScreen::UNREGISTER
11:41:09
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
11:41:09
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
11:41:13
Resource
Loading: music/worldmap_06.music
11:41:13
Resource
Unloading: music/victory_01.music
11:41:14
SQ
contract removed: contract.destroy_inactive_location
11:41:15
SQ
contract removed: contract.escort_caravan
11:41:22
SQ
chance to fire event: 3.81408%
11:41:28
SQ
contract removed: contract.errant
11:41:30
SQ
chance to fire event: 4.77658%
11:41:31
SQ
contract added: contract.errant
11:41:32
SQ
contract added: contract.errant
11:44:00
Resource
Loading: music/worldmap_03.music
11:44:00
Resource
Unloading: music/worldmap_06.music
11:46:54
UI
equip item: 50663215
11:46:56
UI
equip item: 51049157
11:47:03
UI
equip item: 51751874
11:47:05
UI
equip item: 54220338
11:47:50
SQ
chance to fire event: 5.73908%
11:47:53
SQ
Location entered: Backstabbers Hideout
11:47:58
SQ
Save campaign: autosave
11:47:59
Scene
Finished saving scene.
11:48:00
SQ
WorldState::onHide
11:48:00
UI
CharacterScreen::REGISTER
11:48:00
UI
CharacterScreenLeftPanelModule::REGISTER
11:48:00
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
11:48:00
UI
CharacterScreenPaperdollModule::REGISTER
11:48:00
UI
CharacterScreenSkillsModule::REGISTER
11:48:00
UI
CharacterScreenStatsModule::REGISTER
11:48:00
UI
CharacterScreenRightPanelModule::REGISTER
11:48:00
UI
CharacterScreenRightPanelHeaderModule::REGISTER
11:48:00
UI
CharacterScreenInventoryListModule::REGISTER
11:48:00
UI
CharacterScreenPerksModule::REGISTER
11:48:00
UI
CharacterScreenBrothersListModule::REGISTER
11:48:00
UI
CharacterScreenBattleStartFooterModule::REGISTER
11:48:00
UI
TacticalFleeScreen::REGISTER
11:48:00
UI
IngameMenuScreen::REGISTER
11:48:00
UI
MainMenuModule::REGISTER
11:48:00
UI
LoadCampaignMenuModule::REGISTER
11:48:00
UI
SaveCampaignMenuModule::REGISTER
11:48:00
UI
OptionsMenuModule::REGISTER
11:48:00
UI
OptionsMenuModuleVideoPanel::REGISTER
11:48:00
UI
OptionsMenuModuleAudioPanel::REGISTER
11:48:00
UI
OptionsMenuModuleControlsPanel::REGISTER
11:48:00
UI
OptionsMenuModuleGameplayPanel::REGISTER
11:48:00
UI
TacticalCombatResultScreen::REGISTER
11:48:00
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
11:48:00
UI
TacticalCombatResultScreenLootPanel::REGISTER
11:48:00
UI
TacticalScreen::REGISTER
11:48:00
UI
TacticalScreenTurnSequenceBarModule::REGISTER
11:48:00
UI
TacticalScreenOrientationOverlayModule::REGISTER
11:48:00
UI
TacticalScreenTopbarEventLogModule::REGISTER
11:48:00
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
11:48:00
UI
TacticalScreenTopbarOptionsModule::REGISTER
11:48:00
Resource
Loading: gfx/detail.png
11:48:00
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
11:48:00
Resource
Loading: gfx/object_0.png
11:48:00
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
11:48:00
Resource
Loading: gfx/orientation_overlay.png
11:48:00
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
11:48:00
Resource
Loading: sounds/atmosphere/rain_02.wav
11:48:00
Resource
Unloading: sounds/atmosphere/forest_01.wav
11:48:00
SQ
TACTICAL: STASH LOCKED: true
11:48:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:48:00
SQ
Turn started for Bandit Marksman
11:48:00
SQ
*
11:48:00
SQ
* Bandit Marksman: Starting turn.
11:48:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:48:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:48:00
SQ
INFO: Next round issued: 1
11:48:00
Resource
Started loading Resource Package "Temporary Tactical Resources".
11:48:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:48:01
SQ
defensive score: 1.25948
11:48:01
SQ
defensive threshold: 2.95775
11:48:01
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:48:01
SQ
-> Behaviors to pick from:
Attack.Bow (33.4626)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (33.4626)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
11:48:01
SQ
-> Behavior picked: Attack.Bow (33.4626)
11:48:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:48:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:48:01
SQ
* Bandit Marksman: Using Shoot Bolt against Gunnar the Hound!
11:48:01
SQ
Bandit Marksman uses skill Shoot Bolt
11:48:04
SQ
defensive score: 1.25948
11:48:04
SQ
defensive threshold: 2.95775
11:48:04
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:48:04
SQ
-> Behaviors to pick from:
Reload (97.6471)(*), Idle (1), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
Reload (97.6471)(*), Idle (1), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
11:48:04
SQ
-> Behavior picked: Reload (97.6471)
11:48:04
SQ
* Bandit Marksman: Reloading!
11:48:04
SQ
Bandit Marksman uses skill Reload
11:48:04
SQ
defensive score: 1.25948
11:48:04
SQ
defensive threshold: 2.95775
11:48:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Bow (0), Engage.Melee (0), Roam (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Puncture (0), Reload (0)
Idle (1)(*), Retreat (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Bow (0), Engage.Melee (0), Roam (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Puncture (0), Reload (0)
11:48:04
SQ
-> Behavior picked: Idle (1)
11:48:04
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
11:48:04
SQ
* ---------------------------------------------------
11:48:04
Resource
Loading: music/bandits_02.music
11:48:04
Resource
Unloading: music/worldmap_03.music
11:48:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:48:04
SQ
Turn started for Ragnar the Blade
11:48:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:48:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:48:14
SQ
Turn started for Torleif
11:48:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:48:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:48:20
SQ
Turn started for Bandit Raider
11:48:20
SQ
*
11:48:20
SQ
* Bandit Raider: Starting turn.
11:48:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:48:21
SQ
defensive score: 1.25948
11:48:21
SQ
defensive threshold: 2.95775
11:48:21
SQ
-> Behaviors to pick from:
Engage.Melee (81.1905)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (81.1905)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:48:21
SQ
-> Behavior picked: Engage.Melee (81.1905)
11:48:21
SQ
* Bandit Raider: Engaging to melee range with Svein (not visible), accepted_distance=0
11:48:21
SQ
* Bandit Raider: Reached engage destination
11:48:22
SQ
defensive score: 1.25948
11:48:22
SQ
defensive threshold: 2.95775
11:48:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:48:22
SQ
-> Behavior picked: Idle (1)
11:48:22
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
11:48:22
SQ
* ---------------------------------------------------
11:48:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:48:22
SQ
Turn started for Bandit Raider
11:48:22
SQ
*
11:48:22
SQ
* Bandit Raider: Starting turn.
11:48:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:48:22
SQ
defensive score: 1.25948
11:48:22
SQ
defensive threshold: 2.95775
11:48:23
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (102.143)(*), Engage.Melee (95.9596)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (102.143)(*), Engage.Melee (95.9596)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
11:48:23
SQ
-> Behavior picked: Engage.Melee (95.9596)
11:48:23
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
11:48:23
SQ
* Bandit Raider: Reached engage destination
11:48:23
SQ
defensive score: 1.25948
11:48:23
SQ
defensive threshold: 2.95775
11:48:23
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (102.143)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (102.143)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
11:48:23
SQ
-> Behavior picked: SwitchTo.Ranged (102.143)
11:48:24
SQ
* Bandit Raider: Switching to ranged weapon!
11:48:24
SQ
defensive score: 1.25948
11:48:24
SQ
defensive threshold: 2.95775
11:48:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
11:48:24
SQ
-> Behavior picked: Idle (1)
11:48:24
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
11:48:24
SQ
* ---------------------------------------------------
11:48:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
11:48:24
SQ
Turn started for Bandit Thug
11:48:24
SQ
*
11:48:24
SQ
* Bandit Thug: Starting turn.
11:48:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
11:48:25
SQ
defensive score: 1.25948
11:48:25
SQ
defensive threshold: 2.95775
11:48:25
SQ
-> Behaviors to pick from:
Engage.Melee (167.969)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (167.969)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:48:25
SQ
-> Behavior picked: Engage.Melee (167.969)
11:48:25
SQ
* Bandit Thug: Engaging to melee range with Torleif (visible), accepted_distance=0
11:48:25
SQ
* Bandit Thug: Reached engage destination
11:48:25
SQ
defensive score: 1.25948
11:48:25
SQ
defensive threshold: 2.95775
11:48:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:48:26
SQ
-> Behavior picked: Idle (1)
11:48:26
SQ
* Bandit Thug: Ending Turn with 6 of 9 AP left.
11:48:26
SQ
* ---------------------------------------------------
11:48:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
11:48:26
SQ
Turn started for Bandit Thug
11:48:26
SQ
*
11:48:26
SQ
* Bandit Thug: Starting turn.
11:48:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
11:48:26
SQ
defensive score: 1.25948
11:48:26
SQ
defensive threshold: 2.95775
11:48:27
SQ
-> Behaviors to pick from:
Engage.Melee (85.5556)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (85.5556)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:48:27
SQ
-> Behavior picked: Engage.Melee (85.5556)
11:48:27
SQ
* Bandit Thug: Engaging to melee range with Svein (visible), accepted_distance=0
11:48:27
SQ
* Bandit Thug: Reached engage destination
11:48:27
SQ
defensive score: 1.25948
11:48:27
SQ
defensive threshold: 2.95775
11:48:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:48:27
SQ
-> Behavior picked: Idle (1)
11:48:28
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
11:48:28
SQ
* ---------------------------------------------------
11:48:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:48:28
SQ
Turn started for Bandit Raider
11:48:28
SQ
*
11:48:28
SQ
* Bandit Raider: Starting turn.
11:48:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:48:28
SQ
defensive score: 1.25948
11:48:28
SQ
defensive threshold: 2.95775
11:48:28
SQ
-> Behaviors to pick from:
Engage.Melee (125.977)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (125.977)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:48:28
SQ
-> Behavior picked: Engage.Melee (125.977)
11:48:28
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
11:48:29
SQ
* Bandit Raider: Reached engage destination
11:48:29
SQ
defensive score: 1.25948
11:48:29
SQ
defensive threshold: 2.95775
11:48:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:48:29
SQ
-> Behavior picked: Idle (1)
11:48:30
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
11:48:30
SQ
* ---------------------------------------------------
11:48:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:48:30
SQ
Turn started for Thorismund Balduric
11:48:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:48:38
UI
equip item: 50857584
11:48:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:48:42
SQ
Turn started for Bandit Raider
11:48:42
SQ
*
11:48:42
SQ
* Bandit Raider: Starting turn.
11:48:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:48:42
SQ
defensive score: 1.25948
11:48:42
SQ
defensive threshold: 2.95775
11:48:42
SQ
-> Behaviors to pick from:
Engage.Melee (158.984)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (158.984)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:48:42
SQ
-> Behavior picked: Engage.Melee (158.984)
11:48:43
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
11:48:44
SQ
* Bandit Raider: Reached engage destination
11:48:44
SQ
defensive score: 1.25948
11:48:44
SQ
defensive threshold: 2.95775
11:48:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:48:44
SQ
-> Behavior picked: Idle (1)
11:48:44
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:48:44
SQ
* ---------------------------------------------------
11:48:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:48:44
SQ
Turn started for Svein
11:48:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:48:47
SQ
[Svein] executes skill [Spearwall] on target [Svein]
11:48:47
SQ
Svein uses skill Spearwall
11:48:47
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
11:48:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:48:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:48:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:48:55
SQ
Turn started for Gunnar the Hound
11:48:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:49:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:49:11
SQ
Turn started for Alantyr the Swift
11:49:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:49:17
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
11:49:17
SQ
Alantyr the Swift uses skill Quick Shot
11:49:20
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
11:49:20
SQ
Alantyr the Swift uses skill Quick Shot
11:49:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:49:20
SQ
Turn started for Bjarne
11:49:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:49:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:49:34
SQ
Turn started for Palaemon the Oldguard
11:49:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:49:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:49:45
SQ
Turn started for Winrich
11:49:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:50:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:50:03
SQ
Turn started for Gerhard
11:50:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:50:08
SQ
[Gerhard] executes skill [Knock Back] on target [Bandit Raider]
11:50:08
SQ
Gerhard uses skill Knock Back
11:50:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:50:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:50:24
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Thug]
11:50:24
SQ
Gothart uses skill Shoot Bolt
11:50:25
SQ
Bandit Thug has died.
11:50:26
SQ
INFO: Next round issued: 2
11:50:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:50:27
SQ
Turn started for Bandit Raider
11:50:27
SQ
*
11:50:27
SQ
* Bandit Raider: Starting turn.
11:50:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:50:27
SQ
-> Behaviors to pick from:
Engage.Melee (212.358)(*), Attack.Default (41.4157), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Defend (0)
Engage.Melee (212.358)(*), Attack.Default (41.4157), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Defend (0)
11:50:27
SQ
-> Behavior picked: Engage.Melee (212.358)
11:50:28
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
11:50:29
SQ
* Bandit Raider: Reached engage destination
11:50:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0)
11:50:29
SQ
-> Behavior picked: Idle (1)
11:50:29
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:50:29
SQ
* ---------------------------------------------------
11:50:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:50:29
SQ
Turn started for Ragnar the Blade
11:50:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:50:35
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
11:50:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
11:50:35
SQ
Turn started for Bandit Thug
11:50:35
SQ
*
11:50:35
SQ
* Bandit Thug: Starting turn.
11:50:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
11:50:36
SQ
-> Behaviors to pick from:
Engage.Melee (137.662)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (137.662)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
11:50:36
SQ
-> Behavior picked: Engage.Melee (137.662)
11:50:36
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
11:50:37
SQ
* Bandit Thug: Reached engage destination
11:50:37
SQ
-> Behaviors to pick from:
Attack.Default (45.379)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Attack.Default (45.379)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
11:50:37
SQ
-> Behavior picked: Attack.Default (45.379)
11:50:38
SQ
* Bandit Thug: Using Thrust against Bjarne!
11:50:38
SQ
Bandit Thug uses skill Thrust
11:50:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
11:50:38
SQ
-> Behavior picked: Idle (1)
11:50:38
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
11:50:38
SQ
* ---------------------------------------------------
11:50:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:50:38
SQ
Turn started for Bandit Raider
11:50:38
SQ
*
11:50:38
SQ
* Bandit Raider: Starting turn.
11:50:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:50:39
SQ
-> Behaviors to pick from:
Engage.Melee (76.1461)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (76.1461)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
11:50:39
SQ
-> Behavior picked: Engage.Melee (76.1461)
11:50:39
SQ
* Bandit Raider: Engaging to melee range with Svein (visible), accepted_distance=0
11:50:40
SQ
* Bandit Raider: Reached engage destination
11:50:41
SQ
-> Behaviors to pick from:
Engage.Melee (92.3103)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (92.3103)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
11:50:41
SQ
-> Behavior picked: Engage.Melee (92.3103)
11:50:41
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (not visible), accepted_distance=0
11:50:42
SQ
* Bandit Raider: Reached engage destination
11:50:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
11:50:42
SQ
-> Behavior picked: Idle (1)
11:50:42
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
11:50:42
SQ
* ---------------------------------------------------
11:50:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:50:43
SQ
Turn started for Torleif
11:50:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:50:47
SQ
TurnSequenceBar::entityWaitTurn(Torleif)
11:50:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:50:47
SQ
Turn started for Bandit Marksman
11:50:47
SQ
*
11:50:47
SQ
* Bandit Marksman: Starting turn.
11:50:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:50:47
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:50:48
SQ
-> Behaviors to pick from:
Attack.Bow (63.321)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Melee (0), Reload (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Puncture (0), Defend.Rotation (0), Retreat (0)
Attack.Bow (63.321)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Melee (0), Reload (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Puncture (0), Defend.Rotation (0), Retreat (0)
11:50:48
SQ
-> Behavior picked: Attack.Bow (63.321)
11:50:48
SQ
* Bandit Marksman: Using Shoot Bolt against Alantyr the Swift!
11:50:48
SQ
Bandit Marksman uses skill Shoot Bolt
11:50:48
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:50:48
SQ
-> Behaviors to pick from:
Reload (97.5258)(*), Idle (1), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Attack.Bow (0)
Reload (97.5258)(*), Idle (1), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Attack.Bow (0)
11:50:48
SQ
-> Behavior picked: Reload (97.5258)
11:50:48
SQ
* Bandit Marksman: Reloading!
11:50:48
SQ
Bandit Marksman uses skill Reload
11:50:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Bow (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Engage.Melee (0), Reload (0)
Idle (1)(*), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Bow (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Engage.Melee (0), Reload (0)
11:50:49
SQ
-> Behavior picked: Idle (1)
11:50:49
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
11:50:49
SQ
* ---------------------------------------------------
11:50:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:50:49
SQ
Turn started for Gothart
11:50:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:50:54
SQ
Skill [Reload] removed from [Gothart].
11:50:54
UI
equip item: 50563462
11:51:02
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
11:51:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:51:02
SQ
Turn started for Bandit Raider
11:51:02
SQ
*
11:51:02
SQ
* Bandit Raider: Starting turn.
11:51:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:51:03
SQ
-> Behaviors to pick from:
Defend.Knockback (108.772)(*), Attack.Default (78.9864)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Knockback (108.772)(*), Attack.Default (78.9864)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
11:51:03
SQ
-> Behavior picked: Defend.Knockback (108.772)
11:51:03
SQ
* Bandit Raider: Using Knock Back!
11:51:03
SQ
Bandit Raider uses skill Hook
11:51:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0)
Idle (1)(*), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Knockback (0)
11:51:05
SQ
-> Behavior picked: Idle (1)
11:51:05
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
11:51:05
SQ
* ---------------------------------------------------
11:51:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:51:05
SQ
Turn started for Bandit Raider
11:51:05
SQ
*
11:51:05
SQ
* Bandit Raider: Starting turn.
11:51:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:51:05
SQ
-> Behaviors to pick from:
Defend.Shieldwall (55.9592)(*), Attack.Default (52.0037)(*), Attack.KnockOut (45.102)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (55.9592)(*), Attack.Default (52.0037)(*), Attack.KnockOut (45.102)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
11:51:05
SQ
-> Behavior picked: Defend.Shieldwall (55.9592)
11:51:06
SQ
* Bandit Raider: Using Shieldwall!
11:51:06
SQ
Bandit Raider uses skill Shieldwall
11:51:06
SQ
-> Behaviors to pick from:
Attack.Default (51.669)(*), Attack.KnockOut (43.8462)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Defend (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
Attack.Default (51.669)(*), Attack.KnockOut (43.8462)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Defend (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
11:51:06
SQ
-> Behavior picked: Attack.Default (51.669)
11:51:07
SQ
* Bandit Raider: Using Bash against Bjarne!
11:51:07
SQ
Bandit Raider uses skill Bash
11:51:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
11:51:07
SQ
-> Behavior picked: Idle (1)
11:51:07
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:51:07
SQ
* ---------------------------------------------------
11:51:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:51:07
SQ
Turn started for Thorismund Balduric
11:51:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:51:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:51:15
SQ
Turn started for Palaemon the Oldguard
11:51:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:51:23
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
11:51:23
SQ
Palaemon the Oldguard uses skill Shieldwall
11:51:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:51:26
SQ
Turn started for Gunnar the Hound
11:51:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:51:30
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
11:51:30
SQ
Gunnar the Hound uses skill Thrust
11:51:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:51:32
SQ
Turn started for Bjarne
11:51:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:51:34
SQ
[Bjarne] executes skill [Shieldwall] on target [Bjarne]
11:51:34
SQ
Bjarne uses skill Shieldwall
11:51:36
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
11:51:36
SQ
Bjarne uses skill Cleave
11:51:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:51:36
SQ
Turn started for Alfgeir
11:51:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:51:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:51:41
SQ
Turn started for Winrich
11:51:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:51:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:51:48
SQ
Turn started for Gerhard
11:51:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:51:51
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
11:51:51
SQ
Gerhard uses skill Thrust
11:51:53
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
11:51:53
SQ
Gerhard uses skill Thrust
11:51:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:51:53
SQ
Turn started for Svein
11:51:53
SQ
Skill [Spearwall] removed from [Svein].
11:51:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:51:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:51:58
SQ
Turn started for Alantyr the Swift
11:51:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:52:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:52:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:52:27
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
11:52:28
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
11:52:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:52:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:52:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:52:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:52:52
SQ
INFO: Next round issued: 3
11:52:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:52:52
SQ
Turn started for Bandit Raider
11:52:52
SQ
*
11:52:52
SQ
* Bandit Raider: Starting turn.
11:52:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:52:53
SQ
-> Behaviors to pick from:
Attack.Default (22.9078)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), BreakFree (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Attack.KnockOut (0)
Attack.Default (22.9078)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), BreakFree (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Attack.KnockOut (0)
11:52:53
SQ
-> Behavior picked: Attack.Default (22.9078)
11:52:53
SQ
* Bandit Raider: Using Throw Axe against Winrich!
11:52:53
SQ
Bandit Raider uses skill Throw Axe
11:52:53
Resource
Loading: sounds/combat/throw_axe_02.wav
11:52:54
Resource
Unloading: sounds/combat/throw_axe_02.wav
11:52:55
SQ
-> Behaviors to pick from:
Attack.Default (22.7901)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Attack.SplitShield (0), Defend.Spearwall (0), Roam (0), Defend.Rotation (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Swing (0)
Attack.Default (22.7901)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Attack.SplitShield (0), Defend.Spearwall (0), Roam (0), Defend.Rotation (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Swing (0)
11:52:55
SQ
-> Behavior picked: Attack.Default (22.7901)
11:52:55
SQ
* Bandit Raider: Using Throw Axe against Winrich!
11:52:55
SQ
Bandit Raider uses skill Throw Axe
11:52:55
Resource
Loading: sounds/combat/throw_axe_02.wav
11:52:56
Resource
Loading: sounds/combat/throw_axe_hit_02.wav
11:52:56
Resource
Unloading: sounds/combat/throw_axe_02.wav
11:52:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Shieldwall (0), BreakFree (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Attack.SplitShield (0), Defend.Spearwall (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), Retreat (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Shieldwall (0), BreakFree (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Attack.SplitShield (0), Defend.Spearwall (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), Retreat (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Default (0)
11:52:57
SQ
-> Behavior picked: Idle (1)
11:52:57
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:52:57
SQ
* ---------------------------------------------------
11:52:57
Resource
Unloading: sounds/combat/throw_axe_hit_02.wav
11:52:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:52:57
SQ
Turn started for Bandit Raider
11:52:57
SQ
*
11:52:57
SQ
* Bandit Raider: Starting turn.
11:52:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:52:58
SQ
-> Behaviors to pick from:
Attack.KnockOut (53.7556)(*), Attack.Default (52.0413)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
Attack.KnockOut (53.7556)(*), Attack.Default (52.0413)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
11:52:58
SQ
-> Behavior picked: Attack.KnockOut (53.7556)
11:52:58
SQ
* Bandit Raider: Using Knock Out against Thorismund Balduric!
11:52:58
SQ
Bandit Raider uses skill Knock Out
11:52:58
SQ
-> Behaviors to pick from:
Attack.Default (53.143)(*), Attack.KnockOut (32.7205)(*), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0)
Attack.Default (53.143)(*), Attack.KnockOut (32.7205)(*), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0)
11:52:58
SQ
-> Behavior picked: Attack.KnockOut (32.7205)
11:52:59
SQ
* Bandit Raider: Using Knock Out against Alfgeir!
11:52:59
SQ
Bandit Raider uses skill Knock Out
11:52:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0)
11:52:59
SQ
-> Behavior picked: Idle (1)
11:52:59
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:52:59
SQ
* ---------------------------------------------------
11:53:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:53:00
SQ
Turn started for Ragnar the Blade
11:53:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:53:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:53:14
SQ
Turn started for Bandit Marksman
11:53:14
SQ
*
11:53:14
SQ
* Bandit Marksman: Starting turn.
11:53:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:53:14
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (68.9447)(*), Idle (1), Attack.Puncture (0), Attack.Default (0), Defend.Rotation (0), Defend (0), Roam (0), BreakFree (0), Retreat (0), Engage.Melee (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (68.9447)(*), Idle (1), Attack.Puncture (0), Attack.Default (0), Defend.Rotation (0), Defend (0), Roam (0), BreakFree (0), Retreat (0), Engage.Melee (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:53:14
SQ
-> Behavior picked: Engage.Ranged (80)
11:53:15
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Torleif (visible)
11:53:15
Resource
Loading: music/bandits_01.music
11:53:15
Resource
Unloading: music/bandits_02.music
11:53:15
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:53:15
SQ
-> Behaviors to pick from:
Attack.Bow (85.1824)(*), Idle (1), Attack.Default (0), Reload (0), Defend.Rotation (0), Defend (0), Flee (0), BreakFree (0), Retreat (0), Engage.Melee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Ranged (0)
Attack.Bow (85.1824)(*), Idle (1), Attack.Default (0), Reload (0), Defend.Rotation (0), Defend (0), Flee (0), BreakFree (0), Retreat (0), Engage.Melee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Ranged (0)
11:53:15
SQ
-> Behavior picked: Attack.Bow (85.1824)
11:53:15
SQ
* Bandit Marksman: Using Shoot Bolt against Winrich!
11:53:15
SQ
Bandit Marksman uses skill Shoot Bolt
11:53:16
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:53:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Flee (0), Defend.Rotation (0), Defend (0), Engage.Ranged (0), BreakFree (0), Retreat (0), Engage.Melee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Attack.Default (0), Flee (0), Defend.Rotation (0), Defend (0), Engage.Ranged (0), BreakFree (0), Retreat (0), Engage.Melee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Attack.Bow (0)
11:53:16
SQ
-> Behavior picked: Idle (1)
11:53:16
SQ
* Bandit Marksman: Ending Turn with 2 of 9 AP left.
11:53:16
SQ
* ---------------------------------------------------
11:53:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
11:53:17
SQ
Turn started for Bandit Thug
11:53:17
SQ
*
11:53:17
SQ
* Bandit Thug: Starting turn.
11:53:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
11:53:17
SQ
-> Behaviors to pick from:
Attack.Default (50.9367)(*), Idle (1), Defend (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0)
Attack.Default (50.9367)(*), Idle (1), Defend (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0)
11:53:17
SQ
-> Behavior picked: Attack.Default (50.9367)
11:53:18
SQ
* Bandit Thug: Using Thrust against Winrich!
11:53:18
SQ
Bandit Thug uses skill Thrust
11:53:18
SQ
-> Behaviors to pick from:
Attack.Default (50.786)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0)
Attack.Default (50.786)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0)
11:53:18
SQ
-> Behavior picked: Attack.Default (50.786)
11:53:19
SQ
* Bandit Thug: Using Thrust against Winrich!
11:53:19
SQ
Bandit Thug uses skill Thrust
11:53:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Default (0)
11:53:19
SQ
-> Behavior picked: Idle (1)
11:53:19
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
11:53:19
SQ
* ---------------------------------------------------
11:53:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:53:19
SQ
Turn started for Bandit Raider
11:53:19
SQ
*
11:53:19
SQ
* Bandit Raider: Starting turn.
11:53:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:53:20
SQ
-> Behaviors to pick from:
Attack.Default (79.0978)(*), Defend.Knockback (52.7)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Defend.Riposte (0), Attack.Split (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0)
Attack.Default (79.0978)(*), Defend.Knockback (52.7)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Defend.Riposte (0), Attack.Split (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0)
11:53:20
SQ
-> Behavior picked: Attack.Default (79.0978)
11:53:20
SQ
* Bandit Raider: Using Impale against Winrich!
11:53:20
SQ
Bandit Raider uses skill Impale
11:53:20
SQ
Winrich has died.
11:53:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.Default (0)
11:53:20
SQ
-> Behavior picked: Idle (1)
11:53:20
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
11:53:20
SQ
* ---------------------------------------------------
11:53:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:53:21
SQ
Turn started for Torleif
11:53:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:53:26
SQ
Ragnar the Blade has died.
11:53:26
SQ
Thorismund Balduric has died.
11:53:26
SQ
Alfgeir has died.
11:53:26
SQ
Svein has died.
11:53:26
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
11:53:26
SQ
Skill [Shieldwall] removed from [Bjarne].
11:53:26
Resource
Unloading: gfx/orientation_overlay.png
11:53:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: false)
11:53:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:53:30
Resource
Loading: music/defeat_01.music
11:53:30
Resource
Unloading: music/bandits_01.music
11:53:30
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
11:53:30
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
11:53:30
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
11:53:30
SQ
World::onCombatFinished
11:53:30
SQ
TacticalState::onFinish
11:53:31
Resource
Unloading: gfx/object_0.png
11:53:31
Resource
Unloading Resource Package "Temporary Tactical Resources".
11:53:31
Resource
Unloading: gfx/detail.png
11:53:31
UI
IngameMenuScreen::UNREGISTER
11:53:31
UI
MainMenuModule::UNREGISTER
11:53:31
UI
LoadCampaignMenuModule::UNREGISTER
11:53:31
UI
SaveCampaignMenuModule::UNREGISTER
11:53:31
UI
OptionsMenuModule::UNREGISTER
11:53:31
UI
OptionsMenuModuleVideoPanel::UNREGISTER
11:53:31
UI
OptionsMenuModuleVideoPanel::UNREGISTER
11:53:31
UI
OptionsMenuModuleControlsPanel::UNREGISTER
11:53:31
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
11:53:31
UI
TacticalFleeScreen::UNREGISTER
11:53:31
UI
CharacterScreen::UNREGISTER
11:53:31
UI
CharacterScreenLeftPanelModule::UNREGISTER
11:53:31
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
11:53:31
UI
CharacterScreenPaperdollModule::UNREGISTER
11:53:31
UI
CharacterScreenSkillsModule::UNREGISTER
11:53:31
UI
CharacterScreenStatsModule::UNREGISTER
11:53:31
UI
CharacterScreenRightPanelModule::UNREGISTER
11:53:31
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
11:53:31
UI
CharacterScreenInventoryListModule::UNREGISTER
11:53:31
UI
CharacterScreenPerksModule::UNREGISTER
11:53:31
UI
CharacterScreenBrothersListModule::UNREGISTER
11:53:31
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
11:53:31
UI
TacticalScreen::UNREGISTER
11:53:31
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
11:53:31
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
11:53:31
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
11:53:31
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
11:53:31
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
11:53:31
UI
TacticalCombatResultScreen::UNREGISTER
11:53:31
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
11:53:31
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
11:53:34
Resource
Loading: music/worldmap_03.music
11:53:35
Resource
Unloading: music/defeat_01.music
11:53:36
SQ
Load campaign: autosave
11:53:36
Resource
Unloading: gfx/world_weather.png
11:53:37
Scene
Finished loading scene.
11:53:37
SQ
contract activated: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.destroy_orc_camp
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.destroy_bandit_camp
11:53:37
SQ
contract added: contract.discover_location
11:53:37
SQ
contract added: contract.destroy_inactive_location
11:53:37
SQ
contract added: contract.destroy_bandit_camp
11:53:37
SQ
contract added: contract.destroy_inactive_location
11:53:37
SQ
contract added: contract.destroy_inactive_location
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.destroy_inactive_location
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.destroy_inactive_location
11:53:37
SQ
contract added: contract.destroy_inactive_location
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.destroy_inactive_location
11:53:37
SQ
contract added: contract.errant
11:53:37
SQ
contract added: contract.errant
11:53:37
Resource
Loading: gfx/world_weather.png
11:53:38
Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
11:53:39
SQ
Location entered: Backstabbers Hideout
11:53:40
Resource
Loading: music/worldmap_05.music
11:53:40
Resource
Unloading: music/worldmap_03.music
11:53:43
SQ
Save campaign: autosave
11:53:44
Scene
Finished saving scene.
11:53:44
SQ
WorldState::onHide
11:53:45
UI
CharacterScreen::REGISTER
11:53:45
UI
CharacterScreenLeftPanelModule::REGISTER
11:53:45
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
11:53:45
UI
CharacterScreenPaperdollModule::REGISTER
11:53:45
UI
CharacterScreenSkillsModule::REGISTER
11:53:45
UI
CharacterScreenStatsModule::REGISTER
11:53:45
UI
CharacterScreenRightPanelModule::REGISTER
11:53:45
UI
CharacterScreenRightPanelHeaderModule::REGISTER
11:53:45
UI
CharacterScreenInventoryListModule::REGISTER
11:53:45
UI
CharacterScreenPerksModule::REGISTER
11:53:45
UI
CharacterScreenBrothersListModule::REGISTER
11:53:45
UI
CharacterScreenBattleStartFooterModule::REGISTER
11:53:45
UI
TacticalFleeScreen::REGISTER
11:53:45
UI
IngameMenuScreen::REGISTER
11:53:45
UI
MainMenuModule::REGISTER
11:53:45
UI
LoadCampaignMenuModule::REGISTER
11:53:45
UI
SaveCampaignMenuModule::REGISTER
11:53:45
UI
OptionsMenuModule::REGISTER
11:53:45
UI
OptionsMenuModuleVideoPanel::REGISTER
11:53:45
UI
OptionsMenuModuleAudioPanel::REGISTER
11:53:45
UI
OptionsMenuModuleControlsPanel::REGISTER
11:53:45
UI
OptionsMenuModuleGameplayPanel::REGISTER
11:53:45
UI
TacticalCombatResultScreen::REGISTER
11:53:45
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
11:53:45
UI
TacticalCombatResultScreenLootPanel::REGISTER
11:53:45
UI
TacticalScreen::REGISTER
11:53:45
UI
TacticalScreenTurnSequenceBarModule::REGISTER
11:53:45
UI
TacticalScreenOrientationOverlayModule::REGISTER
11:53:45
UI
TacticalScreenTopbarEventLogModule::REGISTER
11:53:45
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
11:53:45
UI
TacticalScreenTopbarOptionsModule::REGISTER
11:53:45
Resource
Loading: gfx/object_0.png
11:53:45
Texture
Texture "gfx/object_0.png" (ID: 14) took up approximately 2730kb in video memory.
11:53:45
Resource
Loading: gfx/detail.png
11:53:45
Texture
Texture "gfx/detail.png" (ID: 15) took up approximately 5461kb in video memory.
11:53:45
Resource
Loading: gfx/orientation_overlay.png
11:53:45
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
11:53:45
Resource
Loading: sounds/atmosphere/forest_01.wav
11:53:45
Resource
Unloading: sounds/atmosphere/rain_02.wav
11:53:45
SQ
TACTICAL: STASH LOCKED: true
11:53:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:53:45
SQ
Turn started for Bandit Marksman
11:53:45
SQ
*
11:53:45
SQ
* Bandit Marksman: Starting turn.
11:53:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:53:45
SQ
INFO: Next round issued: 1
11:53:45
Resource
Started loading Resource Package "Temporary Tactical Resources".
11:53:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
11:53:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:53:46
SQ
defensive score: 0.83965
11:53:46
SQ
defensive threshold: 2.95775
11:53:46
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.4897), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (12.4897), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
11:53:46
SQ
-> Behavior picked: Engage.Ranged (80)
11:53:46
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Alantyr the Swift (not visible)
11:53:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:53:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
11:53:47
SQ
defensive score: 0.83965
11:53:47
SQ
defensive threshold: 2.95775
11:53:47
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
11:53:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
11:53:47
SQ
-> Behavior picked: Idle (1)
11:53:47
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
11:53:47
SQ
* ---------------------------------------------------
11:53:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:53:47
SQ
Turn started for Ragnar the Blade
11:53:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:53:49
Resource
Loading: music/bandits_02.music
11:53:49
Resource
Unloading: music/worldmap_05.music
11:54:00
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
11:54:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:54:05
SQ
Turn started for Bandit Raider
11:54:05
SQ
*
11:54:05
SQ
* Bandit Raider: Starting turn.
11:54:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:54:05
SQ
defensive score: 0.83965
11:54:05
SQ
defensive threshold: 2.95775
11:54:05
SQ
-> Behaviors to pick from:
Engage.Melee (167.2)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (167.2)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:54:05
SQ
-> Behavior picked: Engage.Melee (167.2)
11:54:05
SQ
* Bandit Raider: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
11:54:05
SQ
Skill [Hidden] removed from [Bandit Raider].
11:54:05
SQ
* Bandit Raider: Reached engage destination
11:54:05
SQ
defensive score: 0.83965
11:54:05
SQ
defensive threshold: 2.95775
11:54:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:54:05
SQ
-> Behavior picked: Idle (1)
11:54:05
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
11:54:05
SQ
* ---------------------------------------------------
11:54:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:54:05
SQ
Turn started for Torleif
11:54:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:54:20
SQ
TurnSequenceBar::entityWaitTurn(Torleif)
11:54:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:54:20
SQ
Turn started for Bandit Raider
11:54:20
SQ
*
11:54:20
SQ
* Bandit Raider: Starting turn.
11:54:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:54:20
SQ
defensive score: 0.83965
11:54:20
SQ
defensive threshold: 2.95775
11:54:20
SQ
-> Behaviors to pick from:
Engage.Melee (119.625)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (119.625)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:54:20
SQ
-> Behavior picked: Engage.Melee (119.625)
11:54:21
SQ
* Bandit Raider: Engaging to melee range with Svein (not visible), accepted_distance=0
11:54:22
SQ
* Bandit Raider: Reached engage destination
11:54:22
SQ
defensive score: 0.83965
11:54:22
SQ
defensive threshold: 2.95775
11:54:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:54:22
SQ
-> Behavior picked: Idle (1)
11:54:22
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
11:54:22
SQ
* ---------------------------------------------------
11:54:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
11:54:22
SQ
Turn started for Bandit Thug
11:54:22
SQ
*
11:54:22
SQ
* Bandit Thug: Starting turn.
11:54:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
11:54:22
SQ
defensive score: 0.83965
11:54:22
SQ
defensive threshold: 2.95775
11:54:22
SQ
-> Behaviors to pick from:
Engage.Melee (121)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (121)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:54:22
SQ
-> Behavior picked: Engage.Melee (121)
11:54:23
SQ
* Bandit Thug: Engaging to melee range with Svein (not visible), accepted_distance=0
11:54:24
SQ
* Bandit Thug: Reached engage destination
11:54:24
SQ
defensive score: 0.83965
11:54:24
SQ
defensive threshold: 2.95775
11:54:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:54:24
SQ
-> Behavior picked: Idle (1)
11:54:24
SQ
* Bandit Thug: Ending Turn with 0 of 9 AP left.
11:54:24
SQ
* ---------------------------------------------------
11:54:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:54:24
SQ
Turn started for Bandit Raider
11:54:24
SQ
*
11:54:24
SQ
* Bandit Raider: Starting turn.
11:54:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:54:25
SQ
defensive score: 0.83965
11:54:25
SQ
defensive threshold: 2.95775
11:54:25
SQ
-> Behaviors to pick from:
Engage.Melee (114.231)(*), SwitchTo.Ranged (102.143)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (114.231)(*), SwitchTo.Ranged (102.143)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
11:54:25
SQ
-> Behavior picked: SwitchTo.Ranged (102.143)
11:54:25
SQ
* Bandit Raider: Switching to ranged weapon!
11:54:25
SQ
defensive score: 0.83965
11:54:25
SQ
defensive threshold: 2.95775
11:54:25
SQ
-> Behaviors to pick from:
Engage.Melee (240)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (240)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
11:54:25
SQ
-> Behavior picked: Engage.Melee (240)
11:54:25
SQ
* Bandit Raider: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
11:54:26
SQ
* Bandit Raider: Reached engage destination
11:54:26
SQ
defensive score: 0.83965
11:54:26
SQ
defensive threshold: 2.95775
11:54:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
11:54:26
SQ
-> Behavior picked: Idle (1)
11:54:26
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
11:54:26
SQ
* ---------------------------------------------------
11:54:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:54:26
SQ
Turn started for Thorismund Balduric
11:54:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:54:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:54:33
SQ
Turn started for Gothart
11:54:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:54:40
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Raider]
11:54:40
SQ
Gothart uses skill Shoot Bolt
11:54:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:54:40
SQ
Turn started for Bandit Raider
11:54:40
SQ
*
11:54:40
SQ
* Bandit Raider: Starting turn.
11:54:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:54:41
SQ
defensive score: 0.83965
11:54:41
SQ
defensive threshold: 2.95775
11:54:41
SQ
-> Behaviors to pick from:
Engage.Melee (110)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (110)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:54:41
SQ
-> Behavior picked: Engage.Melee (110)
11:54:41
SQ
* Bandit Raider: Engaging to melee range with Gothart (visible), accepted_distance=0
11:54:42
SQ
* Bandit Raider: Reached engage destination
11:54:42
SQ
defensive score: 0.83965
11:54:42
SQ
defensive threshold: 2.95775
11:54:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:54:42
SQ
-> Behavior picked: Idle (1)
11:54:43
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
11:54:43
SQ
* ---------------------------------------------------
11:54:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
11:54:43
SQ
Turn started for Bandit Thug
11:54:43
SQ
*
11:54:43
SQ
* Bandit Thug: Starting turn.
11:54:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
11:54:43
SQ
defensive score: 0.83965
11:54:43
SQ
defensive threshold: 2.95775
11:54:43
SQ
-> Behaviors to pick from:
Engage.Melee (91.6667)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (91.6667)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
11:54:43
SQ
-> Behavior picked: Engage.Melee (91.6667)
11:54:44
SQ
* Bandit Thug: Engaging to melee range with Thorismund Balduric (not visible), accepted_distance=0
11:54:44
SQ
Skill [Hidden] removed from [Bandit Thug].
11:54:45
SQ
* Bandit Thug: Reached engage destination
11:54:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
11:54:45
SQ
-> Behavior picked: Idle (1)
11:54:45
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
11:54:45
SQ
* ---------------------------------------------------
11:54:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:54:45
SQ
Turn started for Svein
11:54:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:54:50
SQ
[Svein] executes skill [Thrust] on target [Bandit Thug]
11:54:50
SQ
Svein uses skill Thrust
11:54:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:54:51
SQ
Turn started for Alfgeir
11:54:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:54:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:54:57
SQ
Turn started for Gunnar the Hound
11:54:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:55:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:55:14
SQ
Turn started for Alantyr the Swift
11:55:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:55:20
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Marksman]
11:55:20
SQ
Alantyr the Swift uses skill Quick Shot
11:55:22
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Marksman]
11:55:22
SQ
Alantyr the Swift uses skill Quick Shot
11:55:23
SQ
Bandit Marksman has died.
11:55:26
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
11:55:26
SQ
Alantyr the Swift uses skill Quick Shot
11:55:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:55:27
SQ
Turn started for Bjarne
11:55:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:55:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:55:33
SQ
Turn started for Palaemon the Oldguard
11:55:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:55:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:55:37
SQ
Turn started for Gerhard
11:55:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:55:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:55:51
SQ
Turn started for Winrich
11:55:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:56:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:56:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:56:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:56:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:56:09
SQ
INFO: Next round issued: 2
11:56:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:56:10
SQ
Turn started for Bandit Raider
11:56:10
SQ
*
11:56:10
SQ
* Bandit Raider: Starting turn.
11:56:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:56:10
SQ
-> Behaviors to pick from:
Engage.Melee (345.898)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (345.898)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
11:56:10
SQ
-> Behavior picked: Engage.Melee (345.898)
11:56:10
SQ
* Bandit Raider: Engaging to melee range with Alantyr the Swift (not visible), accepted_distance=0
11:56:10
SQ
* Bandit Raider: Reached engage destination
11:56:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
11:56:10
SQ
-> Behavior picked: Idle (1)
11:56:10
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
11:56:10
SQ
* ---------------------------------------------------
11:56:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:56:10
SQ
Turn started for Bandit Raider
11:56:10
SQ
*
11:56:10
SQ
* Bandit Raider: Starting turn.
11:56:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:56:11
SQ
-> Behaviors to pick from:
Attack.Default (19.1091)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
Attack.Default (19.1091)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
11:56:11
SQ
-> Behavior picked: Attack.Default (19.1091)
11:56:12
SQ
* Bandit Raider: Using Throw Javelin against Svein!
11:56:12
SQ
Bandit Raider uses skill Throw Javelin
11:56:14
SQ
-> Behaviors to pick from:
Attack.Default (18.7938)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
Attack.Default (18.7938)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
11:56:14
SQ
-> Behavior picked: Attack.Default (18.7938)
11:56:14
SQ
* Bandit Raider: Using Throw Javelin against Svein!
11:56:14
SQ
Bandit Raider uses skill Throw Javelin
11:56:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
11:56:15
SQ
-> Behavior picked: Idle (1)
11:56:15
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:56:15
SQ
* ---------------------------------------------------
11:56:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:56:16
SQ
Turn started for Bandit Raider
11:56:16
SQ
*
11:56:16
SQ
* Bandit Raider: Starting turn.
11:56:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:56:16
SQ
-> Behaviors to pick from:
Engage.Melee (201.25)(*), Defend.Shieldwall (17.5485), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (201.25)(*), Defend.Shieldwall (17.5485), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
11:56:16
SQ
-> Behavior picked: Engage.Melee (201.25)
11:56:16
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
11:56:17
SQ
* Bandit Raider: Reached engage destination
11:56:17
SQ
-> Behaviors to pick from:
Defend.Shieldwall (46.5979)(*), Attack.Default (40.576)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
Defend.Shieldwall (46.5979)(*), Attack.Default (40.576)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
11:56:17
SQ
-> Behavior picked: Attack.Default (40.576)
11:56:18
SQ
* Bandit Raider: Using Slash against Gerhard!
11:56:18
SQ
Bandit Raider uses skill Slash
11:56:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Shieldwall (0)
11:56:18
SQ
-> Behavior picked: Idle (1)
11:56:18
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
11:56:18
SQ
* ---------------------------------------------------
11:56:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
11:56:19
SQ
Turn started for Bandit Thug
11:56:19
SQ
*
11:56:19
SQ
* Bandit Thug: Starting turn.
11:56:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
11:56:19
SQ
-> Behaviors to pick from:
Defend.Shieldwall (56.5634)(*), Attack.KnockOut (33.6684)(*), Attack.Default (28.4821)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (56.5634)(*), Attack.KnockOut (33.6684)(*), Attack.Default (28.4821)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
11:56:19
SQ
-> Behavior picked: Defend.Shieldwall (56.5634)
11:56:20
SQ
* Bandit Thug: Using Shieldwall!
11:56:20
SQ
Bandit Thug uses skill Shieldwall
11:56:20
SQ
-> Behaviors to pick from:
Attack.KnockOut (31.861)(*), Attack.Default (28.0211)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Defend (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
Attack.KnockOut (31.861)(*), Attack.Default (28.0211)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Defend (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
11:56:20
SQ
-> Behavior picked: Attack.Default (28.0211)
11:56:20
SQ
* Bandit Thug: Using Bash against Thorismund Balduric!
11:56:20
SQ
Bandit Thug uses skill Bash
11:56:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.KnockOut (0)
Idle (1)(*), Defend.Rotation (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.KnockOut (0)
11:56:20
SQ
-> Behavior picked: Idle (1)
11:56:21
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
11:56:21
SQ
* ---------------------------------------------------
11:56:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:56:21
SQ
Turn started for Bandit Raider
11:56:21
SQ
*
11:56:21
SQ
* Bandit Raider: Starting turn.
11:56:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:56:22
SQ
-> Behaviors to pick from:
Defend.Shieldwall (46.5263)(*), Attack.Default (38.0238)(*), Attack.KnockOut (26.9684)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (46.5263)(*), Attack.Default (38.0238)(*), Attack.KnockOut (26.9684)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
11:56:22
SQ
-> Behavior picked: Attack.Default (38.0238)
11:56:22
SQ
* Bandit Raider: Using Bash against Bjarne!
11:56:22
SQ
Bandit Raider uses skill Bash
11:56:22
SQ
-> Behaviors to pick from:
Defend.Shieldwall (45.9756)(*), Attack.Default (37.8675)(*), Attack.KnockOut (26.4878)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0)
Defend.Shieldwall (45.9756)(*), Attack.Default (37.8675)(*), Attack.KnockOut (26.4878)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0)
11:56:22
SQ
-> Behavior picked: Attack.Default (37.8675)
11:56:23
SQ
* Bandit Raider: Using Bash against Bjarne!
11:56:23
SQ
Bandit Raider uses skill Bash
11:56:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Shieldwall (0)
11:56:23
SQ
-> Behavior picked: Idle (1)
11:56:23
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:56:23
SQ
* ---------------------------------------------------
11:56:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:56:24
SQ
Turn started for Svein
11:56:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:56:26
SQ
[Svein] executes skill [Thrust] on target [Bandit Thug]
11:56:26
SQ
Svein uses skill Thrust
11:56:28
SQ
[Svein] executes skill [Thrust] on target [Bandit Thug]
11:56:28
SQ
Svein uses skill Thrust
11:56:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:56:28
SQ
Turn started for Ragnar the Blade
11:56:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:56:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
11:56:34
SQ
Turn started for Bandit Thug
11:56:34
SQ
*
11:56:34
SQ
* Bandit Thug: Starting turn.
11:56:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
11:56:34
SQ
-> Behaviors to pick from:
Defend.Riposte (49.5802)(*), Attack.Default (32.4068)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Riposte (49.5802)(*), Attack.Default (32.4068)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
11:56:34
SQ
-> Behavior picked: Attack.Default (32.4068)
11:56:35
SQ
* Bandit Thug: Using Slash against Gerhard!
11:56:35
SQ
Bandit Thug uses skill Slash
11:56:35
SQ
-> Behaviors to pick from:
Defend.Riposte (47.9086)(*), Attack.Default (34.8319)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
Defend.Riposte (47.9086)(*), Attack.Default (34.8319)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
11:56:35
SQ
-> Behavior picked: Attack.Default (34.8319)
11:56:36
SQ
* Bandit Thug: Using Slash against Gerhard!
11:56:36
SQ
Bandit Thug uses skill Slash
11:56:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Riposte (0)
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Riposte (0)
11:56:36
SQ
-> Behavior picked: Idle (1)
11:56:36
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
11:56:36
SQ
* ---------------------------------------------------
11:56:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:56:36
SQ
Turn started for Thorismund Balduric
11:56:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:56:40
UI
equip item: 52999154
11:56:43
SQ
[Thorismund Balduric] executes skill [Slash] on target [Bandit Thug]
11:56:43
SQ
Thorismund Balduric uses skill Slash
11:56:45
SQ
[Thorismund Balduric] executes skill [Slash] on target [Bandit Thug]
11:56:45
SQ
Thorismund Balduric uses skill Slash
11:56:45
SQ
Bandit Thug has died.
11:56:45
SQ
Skill [Shieldwall] removed from [Bandit Thug].
11:56:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:56:45
SQ
Turn started for Gothart
11:56:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:56:49
SQ
Skill [Reload] removed from [Gothart].
11:56:49
UI
equip item: 55145388
11:56:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:56:56
SQ
Turn started for Torleif
11:56:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:57:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:57:00
SQ
Turn started for Alfgeir
11:57:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:57:03
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
11:57:03
SQ
Alfgeir uses skill Thrust
11:57:05
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
11:57:05
SQ
Alfgeir uses skill Thrust
11:57:05
SQ
Bandit Thug has died.
11:57:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:57:05
SQ
Turn started for Gerhard
11:57:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:57:10
SQ
[Gerhard] executes skill [Knock Back] on target [Bandit Raider]
11:57:10
SQ
Gerhard uses skill Knock Back
11:57:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:57:16
SQ
Turn started for Gunnar the Hound
11:57:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:57:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:57:19
SQ
Turn started for Bjarne
11:57:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:57:23
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
11:57:23
SQ
Bjarne uses skill Cleave
11:57:24
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
11:57:24
SQ
Bjarne uses skill Cleave
11:57:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:57:24
SQ
Turn started for Palaemon the Oldguard
11:57:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:57:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:57:32
SQ
Turn started for Winrich
11:57:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:57:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:57:37
SQ
Turn started for Alantyr the Swift
11:57:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:57:41
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
11:57:41
SQ
Alantyr the Swift uses skill Quick Shot
11:57:44
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
11:57:44
SQ
Alantyr the Swift uses skill Quick Shot
11:57:45
SQ
INFO: Next round issued: 3
11:57:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:57:45
SQ
Turn started for Bandit Raider
11:57:45
SQ
*
11:57:45
SQ
* Bandit Raider: Starting turn.
11:57:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:57:45
SQ
-> Behaviors to pick from:
Engage.Melee (175)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
Engage.Melee (175)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
11:57:45
SQ
-> Behavior picked: Engage.Melee (175)
11:57:45
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
11:57:45
SQ
Skill [Hidden] removed from [Bandit Raider].
11:57:46
SQ
* Bandit Raider: Reached engage destination
11:57:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
11:57:46
SQ
-> Behavior picked: Idle (1)
11:57:46
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
11:57:46
SQ
* ---------------------------------------------------
11:57:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:57:47
SQ
Turn started for Ragnar the Blade
11:57:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:57:55
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
11:57:55
SQ
Ragnar the Blade uses skill Quick Shot
11:57:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:57:58
SQ
Turn started for Torleif
11:57:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:58:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:58:01
SQ
Turn started for Gothart
11:58:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:58:04
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
11:58:04
SQ
Gothart uses skill Rupture
11:58:04
Resource
Loading: sounds/combat/rupture_blood_01.wav
11:58:05
Resource
Unloading: sounds/combat/rupture_blood_01.wav
11:58:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
11:58:07
SQ
Turn started for Svein
11:58:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
11:58:14
SQ
[Svein] executes skill [Knock Back] on target [Bandit Raider]
11:58:14
SQ
Svein uses skill Knock Back
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:14
SQ
TurnSequenceBar::initNextTurn -> next turn denied
11:58:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:58:15
SQ
Turn started for Bandit Raider
11:58:15
SQ
*
11:58:15
SQ
* Bandit Raider: Starting turn.
11:58:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:58:15
SQ
-> Behaviors to pick from:
Defend.Shieldwall (83.7901)(*), Defend.Knockback (80.3786)(*), Attack.Default (37.8947)(*), Attack.KnockOut (26.5714)(*), Idle (1), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0)
Defend.Shieldwall (83.7901)(*), Defend.Knockback (80.3786)(*), Attack.Default (37.8947)(*), Attack.KnockOut (26.5714)(*), Idle (1), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0)
11:58:15
SQ
-> Behavior picked: Attack.KnockOut (26.5714)
11:58:15
SQ
* Bandit Raider: Using Knock Out against Bjarne!
11:58:15
SQ
Bandit Raider uses skill Knock Out
11:58:16
SQ
-> Behaviors to pick from:
Defend.Shieldwall (80.7626)(*), Attack.Default (37.4225)(*), Attack.KnockOut (25.1186)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Roam (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.CrushArmor (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0)
Defend.Shieldwall (80.7626)(*), Attack.Default (37.4225)(*), Attack.KnockOut (25.1186)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Roam (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.CrushArmor (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0)
11:58:16
SQ
-> Behavior picked: Attack.Default (37.4225)
11:58:16
SQ
* Bandit Raider: Using Bash against Bjarne!
11:58:16
SQ
Bandit Raider uses skill Bash
11:58:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Retreat (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Roam (0), Defend (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0), Attack.CrushArmor (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), Retreat (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Roam (0), Defend (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0), Attack.CrushArmor (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Defend.Shieldwall (0)
11:58:16
SQ
-> Behavior picked: Idle (1)
11:58:17
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:58:17
SQ
* ---------------------------------------------------
11:58:17
UI
ERROR: Failed to update entity. Reason: Entity id: 2994252 not found.
11:58:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:58:17
SQ
Turn started for Bandit Raider
11:58:17
SQ
*
11:58:17
SQ
* Bandit Raider: Starting turn.
11:58:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:58:17
SQ
-> Behaviors to pick from:
Defend.Shieldwall (47.906)(*), Attack.Default (47.8834)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Puncture (0), Defend (0), Engage.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0)
Defend.Shieldwall (47.906)(*), Attack.Default (47.8834)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Puncture (0), Defend (0), Engage.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0)
11:58:17
SQ
-> Behavior picked: Defend.Shieldwall (47.906)
11:58:18
SQ
* Bandit Raider: Using Shieldwall!
11:58:18
SQ
Bandit Raider uses skill Shieldwall
11:58:18
SQ
-> Behaviors to pick from:
Attack.Default (47.7515)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), Attack.KnockOut (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Attack.Default (47.7515)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), Attack.KnockOut (0), Flee (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
11:58:18
SQ
-> Behavior picked: Attack.Default (47.7515)
11:58:19
SQ
* Bandit Raider: Using Slash against Gerhard!
11:58:19
SQ
Bandit Raider uses skill Slash
11:58:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), Defend (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), Defend (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0)
11:58:19
SQ
-> Behavior picked: Idle (1)
11:58:19
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:58:19
SQ
* ---------------------------------------------------
11:58:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:58:20
SQ
Turn started for Thorismund Balduric
11:58:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:58:23
SQ
Skill [Hidden] removed from [Thorismund Balduric].
11:58:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:58:24
SQ
Turn started for Bandit Raider
11:58:24
SQ
*
11:58:24
SQ
* Bandit Raider: Starting turn.
11:58:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:58:24
SQ
-> Behaviors to pick from:
Attack.Default (23.3815)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Split (0), Attack.KnockOut (0)
Attack.Default (23.3815)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Split (0), Attack.KnockOut (0)
11:58:24
SQ
-> Behavior picked: Attack.Default (23.3815)
11:58:25
SQ
* Bandit Raider: Using Throw Javelin against Gerhard!
11:58:25
SQ
Bandit Raider uses skill Throw Javelin
11:58:26
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Idle (1), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Split (0), Attack.KnockOut (0), Attack.Default (0)
SwitchTo.Melee (150)(*), Idle (1), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Split (0), Attack.KnockOut (0), Attack.Default (0)
11:58:26
SQ
-> Behavior picked: SwitchTo.Melee (150)
11:58:26
SQ
* Bandit Raider: Switching to melee weapon!
11:58:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Split (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Split (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0)
11:58:26
SQ
-> Behavior picked: Idle (1)
11:58:26
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
11:58:26
SQ
* ---------------------------------------------------
11:58:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:58:26
SQ
Turn started for Alfgeir
11:58:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:58:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:58:33
SQ
Turn started for Gunnar the Hound
11:58:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
11:58:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:58:37
SQ
Turn started for Winrich
11:58:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:58:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
11:58:40
SQ
Turn started for Palaemon the Oldguard
11:58:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
11:58:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
11:58:45
SQ
Turn started for Bjarne
11:58:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
11:58:48
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
11:58:48
SQ
Bjarne uses skill Cleave
11:58:49
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
11:58:49
SQ
Bjarne uses skill Cleave
11:58:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
11:58:50
SQ
Turn started for Gerhard
11:58:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
11:58:56
SQ
[Gerhard] executes skill [Knock Back] on target [Bandit Raider]
11:58:56
SQ
Gerhard uses skill Knock Back
11:58:56
SQ
Skill [Shieldwall] removed from [Bandit Raider].
11:58:59
Resource
Loading: music/bandits_01.music
11:59:00
Resource
Unloading: music/bandits_02.music
11:59:01
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
11:59:01
SQ
Gerhard uses skill Spearwall
11:59:01
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
11:59:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
11:59:01
SQ
Turn started for Alantyr the Swift
11:59:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
11:59:09
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
11:59:09
SQ
Alantyr the Swift uses skill Quick Shot
11:59:11
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
11:59:11
SQ
Alantyr the Swift uses skill Quick Shot
11:59:12
SQ
INFO: Next round issued: 4
11:59:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
11:59:12
SQ
Turn started for Bandit Raider
11:59:12
SQ
*
11:59:12
SQ
* Bandit Raider: Starting turn.
11:59:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
11:59:12
SQ
-> Behaviors to pick from:
Engage.Melee (95.1)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Default (0), Attack.KnockOut (0)
Engage.Melee (95.1)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Default (0), Attack.KnockOut (0)
11:59:12
SQ
-> Behavior picked: Engage.Melee (95.1)
11:59:13
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
11:59:14
SQ
* Bandit Raider: Reached engage destination
11:59:15
SQ
-> Behaviors to pick from:
Engage.Melee (247.5)(*), Idle (1), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0)
Engage.Melee (247.5)(*), Idle (1), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0)
11:59:15
SQ
-> Behavior picked: Engage.Melee (247.5)
11:59:15
SQ
* Bandit Raider: Engaging to melee range with Svein (visible), accepted_distance=0
11:59:16
SQ
* Bandit Raider: Reached engage destination
11:59:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), Defend (0), Roam (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Flee (0), Defend (0), Roam (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0)
11:59:16
SQ
-> Behavior picked: Idle (1)
11:59:16
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
11:59:16
SQ
* ---------------------------------------------------
11:59:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
11:59:16
SQ
Turn started for Torleif
11:59:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
11:59:21
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
11:59:21
SQ
Torleif uses skill Quick Shot
11:59:23
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
11:59:23
SQ
Torleif uses skill Quick Shot
11:59:24
SQ
Bandit Raider has died.
11:59:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
11:59:24
SQ
Turn started for Ragnar the Blade
11:59:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
11:59:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
11:59:33
SQ
Turn started for Gothart
11:59:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
11:59:37
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
11:59:37
SQ
Gothart uses skill Rupture
11:59:37
Resource
Loading: sounds/combat/rupture_blood_02.wav
11:59:38
Resource
Unloading: sounds/combat/rupture_blood_02.wav
11:59:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
11:59:39
SQ
Turn started for Thorismund Balduric
11:59:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
11:59:42
SQ
[Thorismund Balduric] executes skill [Slash] on target [Bandit Raider]
11:59:42
SQ
Thorismund Balduric uses skill Slash
11:59:44
SQ
[Thorismund Balduric] executes skill [Slash] on target [Bandit Raider]
11:59:44
SQ
Thorismund Balduric uses skill Slash
11:59:44
SQ
Bandit Raider has died.
11:59:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
11:59:45
SQ
Turn started for Alfgeir
11:59:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
11:59:52
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
11:59:52
SQ
Alfgeir uses skill Thrust
11:59:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
11:59:55
SQ
Turn started for Winrich
11:59:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
11:59:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
11:59:58
SQ
Turn started for Gunnar the Hound
11:59:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:00:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:00:03
SQ
Turn started for Svein
12:00:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:00:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:00:08
SQ
Turn started for Palaemon the Oldguard
12:00:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:00:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:00:10
SQ
Turn started for Bandit Raider
12:00:10
SQ
*
12:00:10
SQ
* Bandit Raider: Starting turn.
12:00:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:00:11
SQ
-> Behaviors to pick from:
Defend.Shieldwall (56.886)(*), Attack.Default (42.0167)(*), Defend.Riposte (39.0229)(*), Idle (1), Defend.Knockback (0), BreakFree (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0)
Defend.Shieldwall (56.886)(*), Attack.Default (42.0167)(*), Defend.Riposte (39.0229)(*), Idle (1), Defend.Knockback (0), BreakFree (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0)
12:00:11
SQ
-> Behavior picked: Defend.Riposte (39.0229)
12:00:11
SQ
* Bandit Raider: Using Riposte!
12:00:11
SQ
Bandit Raider uses skill Riposte
12:00:11
SQ
-> Behaviors to pick from:
Attack.Default (41.1213)(*), Idle (1), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Defend (0), Flee (0), SwitchTo.Ranged (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Attack.SplitShield (0), Attack.Split (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0)
Attack.Default (41.1213)(*), Idle (1), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Defend (0), Flee (0), SwitchTo.Ranged (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Attack.SplitShield (0), Attack.Split (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0)
12:00:11
SQ
-> Behavior picked: Attack.Default (41.1213)
12:00:12
SQ
* Bandit Raider: Using Slash against Alfgeir!
12:00:12
SQ
Bandit Raider uses skill Slash
12:00:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Flee (0), Defend.Riposte (0), Defend (0), Defend.Rotation (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Attack.SplitShield (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), Flee (0), Defend.Riposte (0), Defend (0), Defend.Rotation (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Attack.SplitShield (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
12:00:12
SQ
-> Behavior picked: Idle (1)
12:00:12
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:00:12
SQ
* ---------------------------------------------------
12:00:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:00:13
SQ
Turn started for Bjarne
12:00:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:00:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:00:15
SQ
Turn started for Gerhard
12:00:15
SQ
Skill [Spearwall] removed from [Gerhard].
12:00:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:00:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:00:24
SQ
Turn started for Alantyr the Swift
12:00:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:00:28
SQ
INFO: Next round issued: 5
12:00:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:00:29
SQ
Turn started for Bandit Raider
12:00:29
SQ
*
12:00:29
SQ
* Bandit Raider: Starting turn.
12:00:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:00:29
SQ
-> Behaviors to pick from:
Attack.Default (39.5566)(*), Idle (1), Defend.Riposte (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Defend (0), BreakFree (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Retreat (0), Roam (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0)
Attack.Default (39.5566)(*), Idle (1), Defend.Riposte (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Defend (0), BreakFree (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Retreat (0), Roam (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0)
12:00:29
SQ
-> Behavior picked: Attack.Default (39.5566)
12:00:30
SQ
* Bandit Raider: Using Slash against Svein!
12:00:30
SQ
Bandit Raider uses skill Slash
12:00:30
SQ
-> Behaviors to pick from:
Attack.Default (42.4031)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0)
Attack.Default (42.4031)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0)
12:00:30
SQ
-> Behavior picked: Attack.Default (42.4031)
12:00:31
SQ
* Bandit Raider: Using Slash against Svein!
12:00:31
SQ
Bandit Raider uses skill Slash
12:00:31
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Riposte (0), Roam (0), BreakFree (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Flee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Riposte (0), Roam (0), BreakFree (0), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Flee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Default (0)
12:00:31
SQ
-> Behavior picked: Idle (1)
12:00:31
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:00:31
SQ
* ---------------------------------------------------
12:00:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:00:31
SQ
Turn started for Ragnar the Blade
12:00:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:00:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:00:39
SQ
Turn started for Gothart
12:00:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:00:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:00:41
SQ
Turn started for Torleif
12:00:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:00:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:00:45
SQ
Turn started for Winrich
12:00:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:00:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:00:46
SQ
Turn started for Palaemon the Oldguard
12:00:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:00:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:00:48
SQ
Turn started for Alfgeir
12:00:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:00:52
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
12:00:52
SQ
Alfgeir uses skill Thrust
12:00:54
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
12:00:54
SQ
Alfgeir uses skill Thrust
12:00:54
SQ
Bandit Raider has died.
12:00:54
SQ
Skill [Riposte] removed from [Bandit Raider].
12:00:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:00:54
SQ
Turn started for Svein
12:00:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:00:56
SQ
[Svein] executes skill [Shieldwall] on target [Svein]
12:00:56
SQ
Svein uses skill Shieldwall
12:00:58
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
12:00:58
SQ
Svein uses skill Thrust
12:00:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:00:59
SQ
Turn started for Gunnar the Hound
12:00:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:01:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:01:08
SQ
Turn started for Thorismund Balduric
12:01:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:01:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:01:10
SQ
Turn started for Bjarne
12:01:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:01:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:01:11
SQ
Turn started for Gerhard
12:01:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:01:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:01:16
SQ
Turn started for Alantyr the Swift
12:01:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:01:21
SQ
INFO: Next round issued: 6
12:01:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:01:22
SQ
Turn started for Gothart
12:01:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:01:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:01:24
SQ
Turn started for Ragnar the Blade
12:01:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:01:34
UI
equip item: 50942841
12:01:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:01:37
SQ
Turn started for Bandit Raider
12:01:37
SQ
*
12:01:37
SQ
* Bandit Raider: Starting turn.
12:01:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:01:37
SQ
-> Behaviors to pick from:
Attack.Default (44.7932)(*), Idle (1), Roam (0), BreakFree (0), Attack.Puncture (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Flee (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0)
Attack.Default (44.7932)(*), Idle (1), Roam (0), BreakFree (0), Attack.Puncture (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Flee (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0)
12:01:37
SQ
-> Behavior picked: Attack.Default (44.7932)
12:01:37
SQ
* Bandit Raider: Using Slash against Gerhard!
12:01:37
SQ
Bandit Raider uses skill Slash
12:01:37
SQ
-> Behaviors to pick from:
Attack.Default (44.7666)(*), Idle (1), Attack.Puncture (0), Attack.CrushArmor (0), Roam (0), Flee (0), Defend.Shieldwall (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0)
Attack.Default (44.7666)(*), Idle (1), Attack.Puncture (0), Attack.CrushArmor (0), Roam (0), Flee (0), Defend.Shieldwall (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0)
12:01:37
SQ
-> Behavior picked: Attack.Default (44.7666)
12:01:38
SQ
* Bandit Raider: Using Slash against Gerhard!
12:01:38
SQ
Bandit Raider uses skill Slash
12:01:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend.Shieldwall (0), Roam (0), Flee (0), Attack.Decapitate (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.KnockOut (0), Retreat (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), Defend.Shieldwall (0), Roam (0), Flee (0), Attack.Decapitate (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.KnockOut (0), Retreat (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0)
12:01:38
SQ
-> Behavior picked: Idle (1)
12:01:39
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:01:39
SQ
* ---------------------------------------------------
12:01:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:01:39
SQ
Turn started for Torleif
12:01:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:01:44
UI
equip item: 49791828
12:01:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:01:50
SQ
Turn started for Winrich
12:01:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:01:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:01:52
SQ
Turn started for Palaemon the Oldguard
12:01:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:01:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:01:53
SQ
Turn started for Thorismund Balduric
12:01:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:01:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:01:54
SQ
Turn started for Bjarne
12:01:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:01:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:01:55
SQ
Turn started for Alfgeir
12:01:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:02:01
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
12:02:01
SQ
Alfgeir uses skill Thrust
12:02:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:02:01
SQ
Turn started for Gunnar the Hound
12:02:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:02:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:02:09
SQ
Turn started for Svein
12:02:09
SQ
Skill [Shieldwall] removed from [Svein].
12:02:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:02:14
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
12:02:14
SQ
Svein uses skill Thrust
12:02:14
SQ
Bandit Raider has died.
12:02:14
Resource
Unloading: gfx/orientation_overlay.png
12:02:14
SQ
Skill [Hidden] removed from [Winrich].
12:02:18
Resource
Loading: music/victory_01.music
12:02:18
Resource
Unloading: music/bandits_01.music
12:02:25
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:02:25
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:02:25
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
12:02:25
SQ
World::onCombatFinished
12:02:25
SQ
TacticalState::onFinish
12:02:25
Resource
Unloading: gfx/object_0.png
12:02:25
Resource
Unloading: gfx/detail.png
12:02:25
Resource
Unloading Resource Package "Temporary Tactical Resources".
12:02:25
UI
IngameMenuScreen::UNREGISTER
12:02:25
UI
MainMenuModule::UNREGISTER
12:02:25
UI
LoadCampaignMenuModule::UNREGISTER
12:02:25
UI
SaveCampaignMenuModule::UNREGISTER
12:02:25
UI
OptionsMenuModule::UNREGISTER
12:02:25
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:02:25
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:02:25
UI
OptionsMenuModuleControlsPanel::UNREGISTER
12:02:25
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
12:02:25
UI
TacticalFleeScreen::UNREGISTER
12:02:25
UI
CharacterScreen::UNREGISTER
12:02:25
UI
CharacterScreenLeftPanelModule::UNREGISTER
12:02:25
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
12:02:25
UI
CharacterScreenPaperdollModule::UNREGISTER
12:02:25
UI
CharacterScreenSkillsModule::UNREGISTER
12:02:25
UI
CharacterScreenStatsModule::UNREGISTER
12:02:25
UI
CharacterScreenRightPanelModule::UNREGISTER
12:02:25
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
12:02:25
UI
CharacterScreenInventoryListModule::UNREGISTER
12:02:25
UI
CharacterScreenPerksModule::UNREGISTER
12:02:25
UI
CharacterScreenBrothersListModule::UNREGISTER
12:02:25
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
12:02:25
UI
TacticalScreen::UNREGISTER
12:02:25
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
12:02:25
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
12:02:25
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
12:02:25
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
12:02:25
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
12:02:25
UI
TacticalCombatResultScreen::UNREGISTER
12:02:25
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
12:02:25
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
12:02:29
Resource
Loading: music/worldmap_06.music
12:02:29
Resource
Unloading: music/victory_01.music
12:02:31
UI
Backpack -> Paperdoll (sourceItemIdx: 1)
12:03:10
UI
equip item: 54509105
12:03:13
UI
equip item: 54453464
12:03:16
UI
equip item: 54578138
12:03:29
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
12:03:49
SQ
contract added: contract.discover_location
12:03:53
SQ
chance to fire event: 6.70147%
12:04:02
SQ
chance to fire event: 7.66397%
12:04:21
SQ
Location entered: Hammererden
12:04:25
Resource
Loading: music/village_01.music
12:04:25
Resource
Unloading: music/worldmap_06.music
12:04:40
Resource
Loading: music/worldmap_07.music
12:04:40
Resource
Unloading: music/village_01.music
12:04:51
SQ
Location entered: Hammererden
12:04:55
Resource
Loading: music/village_01.music
12:04:55
Resource
Unloading: music/worldmap_07.music
12:05:43
Resource
Loading: music/worldmap_07.music
12:05:43
Resource
Unloading: music/village_01.music
12:05:58
SQ
contract added: contract.destroy_inactive_location
12:06:14
SQ
Save campaign: autosave
12:06:15
Scene
Finished saving scene.
12:06:15
SQ
WorldState::onHide
12:06:16
UI
CharacterScreen::REGISTER
12:06:16
UI
CharacterScreenLeftPanelModule::REGISTER
12:06:16
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
12:06:16
UI
CharacterScreenPaperdollModule::REGISTER
12:06:16
UI
CharacterScreenSkillsModule::REGISTER
12:06:16
UI
CharacterScreenStatsModule::REGISTER
12:06:16
UI
CharacterScreenRightPanelModule::REGISTER
12:06:16
UI
CharacterScreenRightPanelHeaderModule::REGISTER
12:06:16
UI
CharacterScreenInventoryListModule::REGISTER
12:06:16
UI
CharacterScreenPerksModule::REGISTER
12:06:16
UI
CharacterScreenBrothersListModule::REGISTER
12:06:16
UI
CharacterScreenBattleStartFooterModule::REGISTER
12:06:16
UI
TacticalFleeScreen::REGISTER
12:06:16
UI
IngameMenuScreen::REGISTER
12:06:16
UI
MainMenuModule::REGISTER
12:06:16
UI
LoadCampaignMenuModule::REGISTER
12:06:16
UI
SaveCampaignMenuModule::REGISTER
12:06:16
UI
OptionsMenuModule::REGISTER
12:06:16
UI
OptionsMenuModuleVideoPanel::REGISTER
12:06:16
UI
OptionsMenuModuleAudioPanel::REGISTER
12:06:16
UI
OptionsMenuModuleControlsPanel::REGISTER
12:06:16
UI
OptionsMenuModuleGameplayPanel::REGISTER
12:06:16
UI
TacticalCombatResultScreen::REGISTER
12:06:16
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
12:06:16
UI
TacticalCombatResultScreenLootPanel::REGISTER
12:06:16
UI
TacticalScreen::REGISTER
12:06:16
UI
TacticalScreenTurnSequenceBarModule::REGISTER
12:06:16
UI
TacticalScreenOrientationOverlayModule::REGISTER
12:06:16
UI
TacticalScreenTopbarEventLogModule::REGISTER
12:06:16
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
12:06:16
UI
TacticalScreenTopbarOptionsModule::REGISTER
12:06:16
Resource
Loading: gfx/detail.png
12:06:16
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
12:06:16
Resource
Loading: gfx/object_0.png
12:06:16
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
12:06:16
Resource
Loading: gfx/orientation_overlay.png
12:06:16
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
12:06:16
SQ
TACTICAL: STASH LOCKED: true
12:06:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:06:16
SQ
Turn started for Bandit Marksman
12:06:16
SQ
*
12:06:16
SQ
* Bandit Marksman: Starting turn.
12:06:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:06:16
SQ
INFO: Next round issued: 1
12:06:16
Resource
Started loading Resource Package "Temporary Tactical Resources".
12:06:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:06:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:06:16
SQ
defensive score: 3.17355
12:06:16
SQ
defensive threshold: 2.92035
12:06:17
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (28.0742)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (28.0742)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
12:06:17
SQ
-> Behavior picked: Attack.Bow (28.0742)
12:06:17
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
12:06:17
SQ
Bandit Marksman uses skill Aimed Shot
12:06:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:06:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:06:18
SQ
defensive score: 3.17355
12:06:18
SQ
defensive threshold: 2.92035
12:06:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Ranged (0)
12:06:18
SQ
-> Behavior picked: Idle (1)
12:06:18
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:06:18
SQ
* ---------------------------------------------------
12:06:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:06:19
SQ
Turn started for Bandit Marksman
12:06:19
SQ
*
12:06:19
SQ
* Bandit Marksman: Starting turn.
12:06:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:06:19
SQ
defensive score: 3.17355
12:06:19
SQ
defensive threshold: 2.92035
12:06:19
SQ
* Bandit Marksman: Considering improving position since a clearly better one is right next to me..
12:06:19
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (17.8319), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (75)(*), Attack.Bow (17.8319), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
12:06:19
SQ
-> Behavior picked: Engage.Ranged (75)
12:06:19
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (not visible)
12:06:19
SQ
defensive score: 3.17355
12:06:19
SQ
defensive threshold: 2.92035
12:06:19
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:06:19
SQ
-> Behaviors to pick from:
Attack.Bow (12.5273)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
Attack.Bow (12.5273)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
12:06:19
SQ
-> Behavior picked: Attack.Bow (12.5273)
12:06:20
SQ
* Bandit Marksman: Using Quick Shot against Gerhard!
12:06:20
SQ
Bandit Marksman uses skill Quick Shot
12:06:20
Resource
Loading: music/bandits_01.music
12:06:20
Resource
Unloading: music/worldmap_07.music
12:06:22
SQ
defensive score: 3.17355
12:06:22
SQ
defensive threshold: 2.92035
12:06:22
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
12:06:22
SQ
-> Behavior picked: Idle (1)
12:06:22
SQ
* Bandit Marksman: Ending Turn with 2 of 9 AP left.
12:06:22
SQ
* ---------------------------------------------------
12:06:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:06:22
SQ
Turn started for Ragnar the Blade
12:06:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:06:32
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
12:06:32
SQ
Ragnar the Blade uses skill Quick Shot
12:06:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:06:33
SQ
Turn started for Bandit Marksman
12:06:33
SQ
*
12:06:33
SQ
* Bandit Marksman: Starting turn.
12:06:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:06:33
SQ
defensive score: 3.17355
12:06:33
SQ
defensive threshold: 2.92035
12:06:33
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
12:06:33
SQ
-> Behavior picked: Engage.Ranged (25)
12:06:33
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
12:06:33
SQ
* Bandit Marksman: Waiting until others have moved!
12:06:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:06:34
SQ
Turn started for Bandit Raider
12:06:34
SQ
*
12:06:34
SQ
* Bandit Raider: Starting turn.
12:06:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:06:34
SQ
defensive score: 3.17355
12:06:34
SQ
defensive threshold: 2.92035
12:06:34
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (105)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (105)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:06:34
SQ
-> Behavior picked: Defend (90)
12:06:35
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
12:06:35
SQ
* Bandit Raider: Waiting until others have moved!
12:06:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:06:35
SQ
Turn started for Bandit Raider
12:06:35
SQ
*
12:06:35
SQ
* Bandit Raider: Starting turn.
12:06:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:06:35
SQ
defensive score: 3.17355
12:06:35
SQ
defensive threshold: 2.92035
12:06:35
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:06:35
SQ
-> Behavior picked: Defend (90)
12:06:36
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
12:06:36
SQ
* Bandit Raider: Waiting until others have moved!
12:06:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:06:36
SQ
Turn started for Bandit Raider
12:06:36
SQ
*
12:06:36
SQ
* Bandit Raider: Starting turn.
12:06:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:06:36
SQ
defensive score: 3.17355
12:06:36
SQ
defensive threshold: 2.92035
12:06:37
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:06:37
SQ
-> Behavior picked: Defend (90)
12:06:37
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
12:06:37
SQ
* Bandit Raider: Waiting until others have moved!
12:06:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:06:37
SQ
Turn started for Bandit Raider
12:06:37
SQ
*
12:06:37
SQ
* Bandit Raider: Starting turn.
12:06:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:06:38
SQ
defensive score: 3.17355
12:06:38
SQ
defensive threshold: 2.92035
12:06:38
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:06:38
SQ
-> Behavior picked: Defend (90)
12:06:38
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
12:06:38
SQ
* Bandit Raider: Waiting until others have moved!
12:06:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:06:38
SQ
Turn started for Torleif
12:06:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:06:45
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
12:06:45
SQ
Torleif uses skill Quick Shot
12:06:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:06:46
SQ
Turn started for Bandit Raider
12:06:46
SQ
*
12:06:46
SQ
* Bandit Raider: Starting turn.
12:06:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:06:46
SQ
defensive score: 3.17355
12:06:46
SQ
defensive threshold: 2.92035
12:06:47
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (105)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (105)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:06:47
SQ
-> Behavior picked: SwitchTo.Ranged (105)
12:06:47
SQ
* Bandit Raider: Switching to ranged weapon!
12:06:47
SQ
defensive score: 3.17355
12:06:47
SQ
defensive threshold: 2.92035
12:06:47
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:06:47
SQ
-> Behavior picked: Defend (90)
12:06:47
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
12:06:47
SQ
* Bandit Raider: Waiting until others have moved!
12:06:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:06:47
SQ
Turn started for Bandit Raider
12:06:47
SQ
*
12:06:47
SQ
* Bandit Raider: Starting turn.
12:06:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:06:48
SQ
defensive score: 3.17355
12:06:48
SQ
defensive threshold: 2.92035
12:06:48
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:06:48
SQ
-> Behavior picked: Defend (90)
12:06:48
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
12:06:48
SQ
* Bandit Raider: Waiting until others have moved!
12:06:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:06:49
SQ
Turn started for Bandit Raider
12:06:49
SQ
*
12:06:49
SQ
* Bandit Raider: Starting turn.
12:06:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:06:49
SQ
defensive score: 3.17355
12:06:49
SQ
defensive threshold: 2.92035
12:06:49
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (105)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (105)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:06:49
SQ
-> Behavior picked: Defend (90)
12:06:49
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
12:06:49
SQ
* Bandit Raider: Waiting until others have moved!
12:06:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:06:50
SQ
Turn started for Bandit Raider
12:06:50
SQ
*
12:06:50
SQ
* Bandit Raider: Starting turn.
12:06:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:06:50
SQ
defensive score: 3.17355
12:06:50
SQ
defensive threshold: 2.92035
12:06:50
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (105)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (105)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:06:50
SQ
-> Behavior picked: SwitchTo.Ranged (105)
12:06:51
SQ
* Bandit Raider: Switching to ranged weapon!
12:06:51
SQ
defensive score: 3.17355
12:06:51
SQ
defensive threshold: 2.92035
12:06:51
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:06:51
SQ
-> Behavior picked: Defend (90)
12:06:51
SQ
TurnSequenceBar::entityWaitTurn(Bandit Raider)
12:06:51
SQ
* Bandit Raider: Waiting until others have moved!
12:06:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:06:51
SQ
Turn started for Thorismund Balduric
12:06:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:06:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:06:58
SQ
Turn started for Gothart
12:06:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:07:05
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Raider]
12:07:05
SQ
Gothart uses skill Shoot Bolt
12:07:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:07:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:07:19
SQ
[Svein] executes skill [Spearwall] on target [Svein]
12:07:19
SQ
Svein uses skill Spearwall
12:07:19
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
12:07:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:07:20
SQ
Turn started for Alfgeir
12:07:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:07:24
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
12:07:24
SQ
Alfgeir uses skill Spearwall
12:07:24
UI
ERROR: Failed to query entity skills data for entity (31518). Reason: Invalid result.
12:07:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:07:24
SQ
Turn started for Gunnar the Hound
12:07:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:07:28
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
12:07:28
SQ
Gunnar the Hound uses skill Spearwall
12:07:28
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
12:07:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:07:28
SQ
Turn started for Alantyr the Swift
12:07:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:07:33
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Marksman]
12:07:33
SQ
Alantyr the Swift uses skill Quick Shot
12:07:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:07:34
SQ
Turn started for Bjarne
12:07:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:07:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:07:44
SQ
Turn started for Palaemon the Oldguard
12:07:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:07:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:07:50
SQ
Turn started for Gerhard
12:07:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:07:54
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
12:07:54
SQ
Gerhard uses skill Spearwall
12:07:54
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
12:07:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:07:54
SQ
Turn started for Winrich
12:07:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:08:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:08:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:08:02
SQ
defensive score: 3.17355
12:08:02
SQ
defensive threshold: 2.92035
12:08:02
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
12:08:02
SQ
-> Behaviors to pick from:
Engage.Ranged (444.444)(*), Attack.Bow (47.4179), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
Engage.Ranged (444.444)(*), Attack.Bow (47.4179), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
12:08:02
SQ
-> Behavior picked: Engage.Ranged (444.444)
12:08:02
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
12:08:04
SQ
defensive score: 3.17355
12:08:04
SQ
defensive threshold: 2.92035
12:08:04
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (27.406)(*), Idle (1), Reload (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Retreat (0)
Engage.Ranged (80)(*), Attack.Bow (27.406)(*), Idle (1), Reload (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Retreat (0)
12:08:04
SQ
-> Behavior picked: Engage.Ranged (80)
12:08:04
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Alantyr the Swift (visible)
12:08:05
SQ
defensive score: 3.17355
12:08:05
SQ
defensive threshold: 2.92035
12:08:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Reload (0), Attack.Default (0), Attack.Puncture (0), Roam (0), Attack.Bow (0), BreakFree (0), Engage.Melee (0), Retreat (0), Engage.Ranged (0)
Idle (1)(*), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Reload (0), Attack.Default (0), Attack.Puncture (0), Roam (0), Attack.Bow (0), BreakFree (0), Engage.Melee (0), Retreat (0), Engage.Ranged (0)
12:08:05
SQ
-> Behavior picked: Idle (1)
12:08:05
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:08:05
SQ
* ---------------------------------------------------
12:08:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:08:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:08:06
SQ
defensive score: 3.17355
12:08:06
SQ
defensive threshold: 2.92035
12:08:06
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (217.728)(*), Defend (22.5), Idle (1), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (217.728)(*), Defend (22.5), Idle (1), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
12:08:06
SQ
-> Behavior picked: SwitchTo.Ranged (217.728)
12:08:06
SQ
* Bandit Raider: Switching to ranged weapon!
12:08:06
SQ
defensive score: 3.17355
12:08:06
SQ
defensive threshold: 2.92035
12:08:06
SQ
-> Behaviors to pick from:
Attack.Default (21.6642)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Attack.Default (21.6642)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:08:06
SQ
-> Behavior picked: Attack.Default (21.6642)
12:08:06
SQ
* Bandit Raider: Using Throw Javelin against Gunnar the Hound!
12:08:06
SQ
Bandit Raider uses skill Throw Javelin
12:08:07
SQ
defensive score: 3.17355
12:08:07
SQ
defensive threshold: 2.92035
12:08:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Attack.Puncture (0), Retreat (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), Attack.Puncture (0), Retreat (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Default (0)
12:08:07
SQ
-> Behavior picked: Idle (1)
12:08:07
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:08:07
SQ
* ---------------------------------------------------
12:08:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:08:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:08:08
SQ
defensive score: 3.17355
12:08:08
SQ
defensive threshold: 2.92035
12:08:08
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
12:08:08
SQ
-> Behavior picked: Defend (22.5)
12:08:08
SQ
* Bandit Raider: Holding defensive position.
12:08:08
SQ
defensive score: 3.17355
12:08:08
SQ
defensive threshold: 2.92035
12:08:08
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0)
Idle (50)(*), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0)
12:08:08
SQ
-> Behavior picked: Idle (50)
12:08:08
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
12:08:08
SQ
* ---------------------------------------------------
12:08:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:08:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:08:09
SQ
defensive score: 3.17355
12:08:09
SQ
defensive threshold: 2.92035
12:08:09
SQ
-> Behaviors to pick from:
Defend.Spearwall (248.779)(*), Defend (22.5), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Attack.Decapitate (0), Roam (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend.Spearwall (248.779)(*), Defend (22.5), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Attack.Decapitate (0), Roam (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
12:08:09
SQ
-> Behavior picked: Defend.Spearwall (248.779)
12:08:09
SQ
* Bandit Raider: Using Spearwall!
12:08:09
SQ
Bandit Raider uses skill Spearwall
12:08:09
SQ
defensive score: 3.17355
12:08:09
SQ
defensive threshold: 2.92035
12:08:09
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Roam (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0)
12:08:09
SQ
-> Behavior picked: Defend (22.5)
12:08:10
SQ
* Bandit Raider: Going for defensive position.
12:08:10
SQ
defensive score: 3.17355
12:08:10
SQ
defensive threshold: 2.92035
12:08:11
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0)
12:08:11
SQ
-> Behavior picked: Defend (22.5)
12:08:11
SQ
* Bandit Raider: Holding defensive position.
12:08:11
SQ
defensive score: 3.17355
12:08:11
SQ
defensive threshold: 2.92035
12:08:11
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0), Defend (0)
Idle (50)(*), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0), Defend (0)
12:08:11
SQ
-> Behavior picked: Idle (50)
12:08:11
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
12:08:11
SQ
* ---------------------------------------------------
12:08:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:08:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:08:11
SQ
defensive score: 3.17355
12:08:11
SQ
defensive threshold: 2.92035
12:08:11
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
12:08:11
SQ
-> Behavior picked: Defend (22.5)
12:08:11
SQ
* Bandit Raider: Going for defensive position.
12:08:12
SQ
defensive score: 3.17355
12:08:12
SQ
defensive threshold: 2.92035
12:08:12
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.CrushArmor (0), Retreat (0), Roam (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0)
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.CrushArmor (0), Retreat (0), Roam (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0)
12:08:12
SQ
-> Behavior picked: Defend (22.5)
12:08:12
SQ
* Bandit Raider: Holding defensive position.
12:08:12
SQ
defensive score: 3.17355
12:08:12
SQ
defensive threshold: 2.92035
12:08:12
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Melee (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend (0)
Idle (50)(*), Engage.Melee (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend (0)
12:08:12
SQ
-> Behavior picked: Idle (50)
12:08:12
SQ
* Bandit Raider: Ending Turn with 7 of 9 AP left.
12:08:12
SQ
* ---------------------------------------------------
12:08:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:08:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:08:13
SQ
defensive score: 3.17355
12:08:13
SQ
defensive threshold: 2.92035
12:08:13
SQ
-> Behaviors to pick from:
Attack.Default (21.3924)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (21.3924)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:08:13
SQ
-> Behavior picked: Attack.Default (21.3924)
12:08:13
SQ
* Bandit Raider: Using Throw Axe against Gunnar the Hound!
12:08:13
SQ
Bandit Raider uses skill Throw Axe
12:08:13
Resource
Loading: sounds/combat/throw_axe_01.wav
12:08:14
Resource
Unloading: sounds/combat/throw_axe_01.wav
12:08:14
SQ
defensive score: 3.17355
12:08:14
SQ
defensive threshold: 2.92035
12:08:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0)
Idle (1)(*), Retreat (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0)
12:08:14
SQ
-> Behavior picked: Idle (1)
12:08:14
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:08:14
SQ
* ---------------------------------------------------
12:08:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:08:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:08:15
SQ
defensive score: 3.17355
12:08:15
SQ
defensive threshold: 2.92035
12:08:15
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
Defend (22.5)(*), Idle (1), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0)
12:08:15
SQ
-> Behavior picked: Defend (22.5)
12:08:15
SQ
* Bandit Raider: Holding defensive position.
12:08:15
SQ
defensive score: 3.17355
12:08:15
SQ
defensive threshold: 2.92035
12:08:15
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0)
Idle (50)(*), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0)
12:08:15
SQ
-> Behavior picked: Idle (50)
12:08:15
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
12:08:15
SQ
* ---------------------------------------------------
12:08:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:08:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:08:16
SQ
defensive score: 3.17355
12:08:16
SQ
defensive threshold: 2.92035
12:08:16
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (217.728)(*), Defend (22.5), Idle (1), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (217.728)(*), Defend (22.5), Idle (1), Attack.Swing (0), Defend.Rotation (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
12:08:16
SQ
-> Behavior picked: SwitchTo.Ranged (217.728)
12:08:16
SQ
* Bandit Raider: Switching to ranged weapon!
12:08:16
SQ
defensive score: 3.17355
12:08:16
SQ
defensive threshold: 2.92035
12:08:16
SQ
-> Behaviors to pick from:
Attack.Default (19.616)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Attack.Default (19.616)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:08:16
SQ
-> Behavior picked: Attack.Default (19.616)
12:08:16
SQ
* Bandit Raider: Using Throw Javelin against Palaemon the Oldguard!
12:08:16
SQ
Bandit Raider uses skill Throw Javelin
12:08:17
SQ
defensive score: 3.17355
12:08:17
SQ
defensive threshold: 2.92035
12:08:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Attack.Puncture (0), Retreat (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), Attack.Puncture (0), Retreat (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Default (0)
12:08:17
SQ
-> Behavior picked: Idle (1)
12:08:17
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:08:17
SQ
* ---------------------------------------------------
12:08:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:08:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:08:18
SQ
defensive score: 3.17355
12:08:18
SQ
defensive threshold: 2.92035
12:08:18
SQ
-> Behaviors to pick from:
Defend.Shieldwall (52.7143)(*), Attack.Default (21.5386)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Defend.Shieldwall (52.7143)(*), Attack.Default (21.5386)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:08:18
SQ
-> Behavior picked: Defend.Shieldwall (52.7143)
12:08:18
SQ
* Bandit Raider: Using Shieldwall!
12:08:18
SQ
Bandit Raider uses skill Shieldwall
12:08:18
SQ
defensive score: 3.17355
12:08:18
SQ
defensive threshold: 2.92035
12:08:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Defend.Shieldwall (0)
12:08:18
SQ
-> Behavior picked: Idle (1)
12:08:18
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:08:18
SQ
* ---------------------------------------------------
12:08:18
SQ
INFO: Next round issued: 2
12:08:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:08:19
SQ
Turn started for Bandit Marksman
12:08:19
SQ
*
12:08:19
SQ
* Bandit Marksman: Starting turn.
12:08:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:08:19
SQ
defensive score: 3.17355
12:08:19
SQ
defensive threshold: 2.92035
12:08:19
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:08:19
SQ
-> Behaviors to pick from:
Attack.Bow (29.5733)(*), Idle (1), Reload (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
Attack.Bow (29.5733)(*), Idle (1), Reload (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
12:08:19
SQ
-> Behavior picked: Attack.Bow (29.5733)
12:08:20
SQ
* Bandit Marksman: Using Aimed Shot against Thorismund Balduric!
12:08:20
SQ
Bandit Marksman uses skill Aimed Shot
12:08:23
SQ
defensive score: 3.17355
12:08:23
SQ
defensive threshold: 2.92035
12:08:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), Engage.Ranged (0), Attack.Bow (0)
12:08:23
SQ
-> Behavior picked: Idle (1)
12:08:23
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:08:23
SQ
* ---------------------------------------------------
12:08:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:08:23
SQ
Turn started for Thorismund Balduric
12:08:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:08:58
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
12:08:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:08:58
SQ
Turn started for Ragnar the Blade
12:08:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:09:07
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
12:09:07
SQ
Ragnar the Blade uses skill Quick Shot
12:09:07
SQ
Bandit Marksman has died.
12:09:09
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
12:09:09
SQ
Ragnar the Blade uses skill Quick Shot
12:09:12
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
12:09:12
SQ
Ragnar the Blade uses skill Quick Shot
12:09:12
SQ
Bandit Marksman has died.
12:09:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:09:13
SQ
Turn started for Torleif
12:09:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:09:20
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
12:09:20
SQ
Torleif uses skill Quick Shot
12:09:23
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
12:09:23
SQ
Torleif uses skill Quick Shot
12:09:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:09:23
SQ
Turn started for Bandit Raider
12:09:23
SQ
*
12:09:23
SQ
* Bandit Raider: Starting turn.
12:09:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:09:24
SQ
defensive score: 1.52381
12:09:24
SQ
defensive threshold: 2.96703
12:09:24
SQ
-> Behaviors to pick from:
Engage.Melee (89.7368)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0)
Engage.Melee (89.7368)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0)
12:09:24
SQ
-> Behavior picked: Engage.Melee (89.7368)
12:09:24
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
12:09:25
SQ
* Bandit Raider: Reached engage destination
12:09:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0)
12:09:25
SQ
-> Behavior picked: Idle (1)
12:09:26
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
12:09:26
SQ
* ---------------------------------------------------
12:09:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:09:26
SQ
Turn started for Bandit Raider
12:09:26
SQ
*
12:09:26
SQ
* Bandit Raider: Starting turn.
12:09:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:09:26
SQ
-> Behaviors to pick from:
Engage.Melee (47.6263)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0)
Engage.Melee (47.6263)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0)
12:09:26
SQ
-> Behavior picked: Engage.Melee (47.6263)
12:09:27
SQ
* Bandit Raider: Engaging to melee range with Gothart (visible), accepted_distance=0
12:09:28
SQ
* Bandit Raider: Reached engage destination
12:09:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0)
12:09:28
SQ
-> Behavior picked: Idle (1)
12:09:28
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:09:28
SQ
* ---------------------------------------------------
12:09:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:09:28
SQ
Turn started for Bandit Raider
12:09:28
SQ
*
12:09:28
SQ
* Bandit Raider: Starting turn.
12:09:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:09:29
SQ
-> Behaviors to pick from:
Engage.Melee (93.1818)(*), Idle (1), Roam (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend (0), Retreat (0)
Engage.Melee (93.1818)(*), Idle (1), Roam (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend (0), Retreat (0)
12:09:29
SQ
-> Behavior picked: Engage.Melee (93.1818)
12:09:29
SQ
* Bandit Raider: Engaging to melee range with Gothart (visible), accepted_distance=0
12:09:30
SQ
* Bandit Raider: Reached engage destination
12:09:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend (0), Retreat (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), BreakFree (0), Attack.Default (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend (0), Retreat (0), Engage.Melee (0)
12:09:31
SQ
-> Behavior picked: Idle (1)
12:09:31
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:09:31
SQ
* ---------------------------------------------------
12:09:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:09:31
SQ
Turn started for Gothart
12:09:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:09:34
SQ
Skill [Reload] removed from [Gothart].
12:09:34
UI
equip item: 55145388
12:09:38
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
12:09:38
SQ
Gothart uses skill Rupture
12:09:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:09:39
SQ
Turn started for Bandit Raider
12:09:39
SQ
*
12:09:39
SQ
* Bandit Raider: Starting turn.
12:09:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:09:39
SQ
-> Behaviors to pick from:
Attack.Default (21.3924)(*), Idle (1), Attack.KnockOut (0), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Retreat (0)
Attack.Default (21.3924)(*), Idle (1), Attack.KnockOut (0), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Retreat (0)
12:09:39
SQ
-> Behavior picked: Attack.Default (21.3924)
12:09:40
SQ
* Bandit Raider: Using Throw Axe against Gunnar the Hound!
12:09:40
SQ
Bandit Raider uses skill Throw Axe
12:09:40
Resource
Loading: sounds/combat/throw_axe_03.wav
12:09:40
Resource
Unloading: sounds/combat/throw_axe_03.wav
12:09:41
SQ
-> Behaviors to pick from:
Attack.Default (21.2887)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0)
Attack.Default (21.2887)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0)
12:09:41
SQ
-> Behavior picked: Attack.Default (21.2887)
12:09:41
SQ
* Bandit Raider: Using Throw Axe against Gunnar the Hound!
12:09:41
SQ
Bandit Raider uses skill Throw Axe
12:09:41
Resource
Loading: sounds/combat/throw_axe_02.wav
12:09:41
Resource
Unloading: sounds/combat/throw_axe_02.wav
12:09:42
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Default (0)
12:09:42
SQ
-> Behavior picked: Idle (1)
12:09:42
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:09:42
SQ
* ---------------------------------------------------
12:09:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:09:42
SQ
Turn started for Bandit Raider
12:09:42
SQ
*
12:09:42
SQ
* Bandit Raider: Starting turn.
12:09:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:09:43
SQ
-> Behaviors to pick from:
Attack.Default (21.6642)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0)
Attack.Default (21.6642)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0)
12:09:43
SQ
-> Behavior picked: Attack.Default (21.6642)
12:09:43
SQ
* Bandit Raider: Using Throw Javelin against Gunnar the Hound!
12:09:43
SQ
Bandit Raider uses skill Throw Javelin
12:09:45
SQ
-> Behaviors to pick from:
Attack.Default (21.3865)(*), Idle (1), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0)
Attack.Default (21.3865)(*), Idle (1), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0)
12:09:45
SQ
-> Behavior picked: Attack.Default (21.3865)
12:09:45
SQ
* Bandit Raider: Using Throw Javelin against Gunnar the Hound!
12:09:45
SQ
Bandit Raider uses skill Throw Javelin
12:09:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Swing (0), Defend (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Swing (0), Defend (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0)
12:09:46
SQ
-> Behavior picked: Idle (1)
12:09:46
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:09:46
SQ
* ---------------------------------------------------
12:09:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:09:46
SQ
Turn started for Winrich
12:09:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:09:49
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
12:09:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:09:49
SQ
Turn started for Bandit Raider
12:09:49
SQ
*
12:09:49
SQ
* Bandit Raider: Starting turn.
12:09:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:09:50
SQ
-> Behaviors to pick from:
Attack.Default (19.5597)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0)
Attack.Default (19.5597)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0)
12:09:50
SQ
-> Behavior picked: Attack.Default (19.5597)
12:09:50
SQ
* Bandit Raider: Using Throw Javelin against Palaemon the Oldguard!
12:09:50
SQ
Bandit Raider uses skill Throw Javelin
12:09:52
SQ
-> Behaviors to pick from:
Attack.Default (19.2703)(*), Idle (1), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0)
Attack.Default (19.2703)(*), Idle (1), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0)
12:09:52
SQ
-> Behavior picked: Attack.Default (19.2703)
12:09:52
SQ
* Bandit Raider: Using Throw Javelin against Palaemon the Oldguard!
12:09:52
SQ
Bandit Raider uses skill Throw Javelin
12:09:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Swing (0), Defend (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Swing (0), Defend (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0)
12:09:53
SQ
-> Behavior picked: Idle (1)
12:09:53
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:09:53
SQ
* ---------------------------------------------------
12:09:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:09:53
SQ
Turn started for Bjarne
12:09:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:09:57
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:09:57
SQ
Bjarne uses skill Cleave
12:09:59
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:09:59
SQ
Bjarne uses skill Cleave
12:09:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:09:59
SQ
Turn started for Bandit Raider
12:09:59
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:09:59
SQ
*
12:09:59
SQ
* Bandit Raider: Starting turn.
12:10:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:10:00
SQ
-> Behaviors to pick from:
Defend.Shieldwall (35.1429)(*), Attack.Default (21.5386)(*), Idle (1), BreakFree (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Swing (0)
Defend.Shieldwall (35.1429)(*), Attack.Default (21.5386)(*), Idle (1), BreakFree (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Defend.Rotation (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Swing (0)
12:10:00
SQ
-> Behavior picked: Defend.Shieldwall (35.1429)
12:10:00
SQ
* Bandit Raider: Using Shieldwall!
12:10:00
SQ
Bandit Raider uses skill Shieldwall
12:10:00
SQ
-> Behaviors to pick from:
Attack.Default (21.1987)(*), Idle (1), Attack.SplitShield (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Swing (0), Defend.Shieldwall (0)
Attack.Default (21.1987)(*), Idle (1), Attack.SplitShield (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), Defend.Knockback (0), Defend.Spearwall (0), BreakFree (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Swing (0), Defend.Shieldwall (0)
12:10:00
SQ
-> Behavior picked: Attack.Default (21.1987)
12:10:01
SQ
* Bandit Raider: Using Throw Javelin against Gunnar the Hound!
12:10:01
SQ
Bandit Raider uses skill Throw Javelin
12:10:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Puncture (0), BreakFree (0), Roam (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Puncture (0), BreakFree (0), Roam (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
12:10:02
SQ
-> Behavior picked: Idle (1)
12:10:02
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:10:02
SQ
* ---------------------------------------------------
12:10:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:10:02
SQ
Turn started for Palaemon the Oldguard
12:10:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:10:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:10:13
SQ
Turn started for Bandit Raider
12:10:13
SQ
Skill [Spearwall] removed from [Bandit Raider].
12:10:13
SQ
*
12:10:13
SQ
* Bandit Raider: Starting turn.
12:10:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:10:14
SQ
-> Behaviors to pick from:
Engage.Melee (91.3044)(*), Idle (1), Roam (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0), Defend (0), Defend.Rotation (0)
Engage.Melee (91.3044)(*), Idle (1), Roam (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.Default (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0), Defend (0), Defend.Rotation (0)
12:10:14
SQ
-> Behavior picked: Engage.Melee (91.3044)
12:10:14
SQ
* Bandit Raider: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
12:10:15
SQ
* Bandit Raider: Reached engage destination
12:10:15
SQ
-> Behaviors to pick from:
Attack.Default (50.0533)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Engage.Melee (0)
Attack.Default (50.0533)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Engage.Melee (0)
12:10:15
SQ
-> Behavior picked: Attack.Default (50.0533)
12:10:16
SQ
* Bandit Raider: Using Thrust against Palaemon the Oldguard!
12:10:16
SQ
Bandit Raider uses skill Thrust
12:10:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Engage.Melee (0), Attack.Default (0)
12:10:16
SQ
-> Behavior picked: Idle (1)
12:10:16
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:10:16
SQ
* ---------------------------------------------------
12:10:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:10:17
SQ
Turn started for Alantyr the Swift
12:10:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:10:30
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Bandit Raider]
12:10:30
SQ
Alantyr the Swift uses skill Quick Shot
12:10:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:10:31
SQ
Turn started for Svein
12:10:31
SQ
Skill [Spearwall] removed from [Svein].
12:10:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:10:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:10:39
SQ
Turn started for Alfgeir
12:10:39
SQ
Skill [Spearwall] removed from [Alfgeir].
12:10:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:10:50
SQ
[Alfgeir] executes skill [Knock Back] on target [Bandit Raider]
12:10:50
SQ
Alfgeir uses skill Knock Back
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:50
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:10:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:10:51
SQ
Turn started for Gunnar the Hound
12:10:51
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
12:10:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:10:55
UI
equip item: 52989548
12:11:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:11:04
SQ
Turn started for Gerhard
12:11:04
SQ
Skill [Spearwall] removed from [Gerhard].
12:11:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:11:10
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
12:11:10
SQ
Gerhard uses skill Thrust
12:11:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:11:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:11:19
UI
equip item: 51428353
12:11:24
UI
equip item: 52999154
12:11:27
SQ
[Thorismund Balduric] executes skill [Rotation] on target [Gothart]
12:11:27
SQ
Thorismund Balduric uses skill Rotation
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:27
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:11:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:11:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:11:34
SQ
INFO: Next round issued: 3
12:11:34
Resource
Loading: music/bandits_02.music
12:11:34
Resource
Unloading: music/bandits_01.music
12:11:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:11:34
SQ
Turn started for Bandit Raider
12:11:34
SQ
*
12:11:34
SQ
* Bandit Raider: Starting turn.
12:11:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:11:35
SQ
-> Behaviors to pick from:
Attack.Default (38.8789)(*), Attack.KnockOut (27.4513)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Split (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0)
Attack.Default (38.8789)(*), Attack.KnockOut (27.4513)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Split (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0)
12:11:35
SQ
-> Behavior picked: Attack.KnockOut (27.4513)
12:11:35
SQ
* Bandit Raider: Using Knock Out against Bjarne!
12:11:35
SQ
Bandit Raider uses skill Knock Out
12:11:35
SQ
-> Behaviors to pick from:
Attack.Default (38.6392)(*), Attack.KnockOut (26.7273)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0)
Attack.Default (38.6392)(*), Attack.KnockOut (26.7273)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0)
12:11:35
SQ
-> Behavior picked: Attack.KnockOut (26.7273)
12:11:36
SQ
* Bandit Raider: Using Knock Out against Bjarne!
12:11:36
SQ
Bandit Raider uses skill Knock Out
12:11:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Attack.KnockOut (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Attack.KnockOut (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0)
12:11:36
SQ
-> Behavior picked: Idle (1)
12:11:36
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:11:36
SQ
* ---------------------------------------------------
12:11:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:11:37
SQ
Turn started for Bandit Raider
12:11:37
SQ
*
12:11:37
SQ
* Bandit Raider: Starting turn.
12:11:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:11:37
SQ
-> Behaviors to pick from:
Attack.Default (43.1511)(*), Idle (1), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), BreakFree (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0)
Attack.Default (43.1511)(*), Idle (1), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), BreakFree (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0)
12:11:37
SQ
-> Behavior picked: Attack.Default (43.1511)
12:11:38
SQ
* Bandit Raider: Using Flail against Gerhard!
12:11:38
SQ
Bandit Raider uses skill Flail
12:11:38
SQ
-> Behaviors to pick from:
Attack.Default (42.9781)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Attack.Swing (0), Defend.Rotation (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0)
Attack.Default (42.9781)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Attack.Swing (0), Defend.Rotation (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0)
12:11:38
SQ
-> Behavior picked: Attack.Default (42.9781)
12:11:39
SQ
* Bandit Raider: Using Flail against Gerhard!
12:11:39
SQ
Bandit Raider uses skill Flail
12:11:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Puncture (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Defend (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Puncture (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Defend (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0), Attack.Default (0)
12:11:39
SQ
-> Behavior picked: Idle (1)
12:11:39
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:11:39
SQ
* ---------------------------------------------------
12:11:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:11:39
SQ
Turn started for Bandit Marksman
12:11:39
SQ
*
12:11:39
SQ
* Bandit Marksman: Starting turn.
12:11:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:11:40
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:11:40
SQ
-> Behaviors to pick from:
Attack.Bow (16.7732)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
Attack.Bow (16.7732)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
12:11:40
SQ
-> Behavior picked: Attack.Bow (16.7732)
12:11:40
SQ
* Bandit Marksman: Using Quick Shot against Thorismund Balduric!
12:11:40
SQ
Bandit Marksman uses skill Quick Shot
12:11:42
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:11:42
SQ
-> Behaviors to pick from:
Attack.Bow (34.8035)(*), Idle (1), Attack.Puncture (0), Retreat (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), SwitchTo.Melee (0), BreakFree (0)
Attack.Bow (34.8035)(*), Idle (1), Attack.Puncture (0), Retreat (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), SwitchTo.Melee (0), BreakFree (0)
12:11:42
SQ
-> Behavior picked: Attack.Bow (34.8035)
12:11:42
SQ
* Bandit Marksman: Using Quick Shot against Gothart!
12:11:42
SQ
Bandit Marksman uses skill Quick Shot
12:11:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), SwitchTo.Melee (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), Attack.Puncture (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), SwitchTo.Melee (0), Retreat (0), Attack.Bow (0)
12:11:43
SQ
-> Behavior picked: Idle (1)
12:11:43
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:11:43
SQ
* ---------------------------------------------------
12:11:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:11:44
SQ
Turn started for Bandit Raider
12:11:44
SQ
*
12:11:44
SQ
* Bandit Raider: Starting turn.
12:11:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:11:44
SQ
-> Behaviors to pick from:
Attack.Default (58.9426)(*), Defend.Riposte (53.802)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Split (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0)
Attack.Default (58.9426)(*), Defend.Riposte (53.802)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Split (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0)
12:11:44
SQ
-> Behavior picked: Attack.Default (58.9426)
12:11:45
SQ
* Bandit Raider: Using Slash against Thorismund Balduric!
12:11:45
SQ
Bandit Raider uses skill Slash
12:11:45
SQ
-> Behaviors to pick from:
Attack.Default (58.907)(*), Defend.Riposte (53.2321)(*), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0)
Attack.Default (58.907)(*), Defend.Riposte (53.2321)(*), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0)
12:11:45
SQ
-> Behavior picked: Attack.Default (58.907)
12:11:46
SQ
* Bandit Raider: Using Slash against Thorismund Balduric!
12:11:46
SQ
Bandit Raider uses skill Slash
12:11:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Defend.Riposte (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Split (0), Defend.Riposte (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0)
12:11:46
SQ
-> Behavior picked: Idle (1)
12:11:46
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:11:46
SQ
* ---------------------------------------------------
12:11:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:11:46
SQ
Turn started for Gothart
12:11:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:11:52
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
12:11:52
SQ
Gothart uses skill Rupture
12:11:52
Resource
Loading: sounds/combat/rupture_blood_02.wav
12:11:52
Resource
Unloading: sounds/combat/rupture_blood_02.wav
12:11:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:11:54
SQ
Turn started for Bandit Raider
12:11:54
SQ
*
12:11:54
SQ
* Bandit Raider: Starting turn.
12:11:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:11:54
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Decapitate (0), Engage.Melee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Default (0), BreakFree (0)
SwitchTo.Melee (150)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Decapitate (0), Engage.Melee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Attack.Default (0), BreakFree (0)
12:11:54
SQ
-> Behavior picked: SwitchTo.Melee (150)
12:11:55
SQ
* Bandit Raider: Switching to melee weapon!
12:11:55
SQ
-> Behaviors to pick from:
Attack.Default (54.4561)(*), Idle (1), Defend.Riposte (0), Roam (0), Attack.Split (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Puncture (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), BreakFree (0), SwitchTo.Melee (0)
Attack.Default (54.4561)(*), Idle (1), Defend.Riposte (0), Roam (0), Attack.Split (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Puncture (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), BreakFree (0), SwitchTo.Melee (0)
12:11:55
SQ
-> Behavior picked: Attack.Default (54.4561)
12:11:55
SQ
* Bandit Raider: Using Thrust against Gunnar the Hound!
12:11:55
SQ
Bandit Raider uses skill Thrust
12:11:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Puncture (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Puncture (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
12:11:55
SQ
-> Behavior picked: Idle (1)
12:11:55
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:11:55
SQ
* ---------------------------------------------------
12:11:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:11:55
SQ
Turn started for Torleif
12:11:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:12:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:12:13
SQ
Turn started for Bandit Raider
12:12:13
SQ
*
12:12:13
SQ
* Bandit Raider: Starting turn.
12:12:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:12:14
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0), Attack.Puncture (0)
SwitchTo.Melee (150)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0), Attack.Puncture (0)
12:12:14
SQ
-> Behavior picked: SwitchTo.Melee (150)
12:12:14
SQ
* Bandit Raider: Switching to melee weapon!
12:12:14
SQ
-> Behaviors to pick from:
Attack.Default (60.286)(*), Defend.Riposte (39.8632)(*), Idle (1), Attack.SplitShield (0), Roam (0), Attack.Split (0), Attack.Swing (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Flee (0), BreakFree (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0)
Attack.Default (60.286)(*), Defend.Riposte (39.8632)(*), Idle (1), Attack.SplitShield (0), Roam (0), Attack.Split (0), Attack.Swing (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Flee (0), BreakFree (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0)
12:12:14
SQ
-> Behavior picked: Attack.Default (60.286)
12:12:14
SQ
* Bandit Raider: Using Slash against Gunnar the Hound!
12:12:14
SQ
Bandit Raider uses skill Slash
12:12:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Swing (0), Roam (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Flee (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.Swing (0), Roam (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Flee (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
12:12:14
SQ
-> Behavior picked: Idle (1)
12:12:14
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:12:14
SQ
* ---------------------------------------------------
12:12:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:12:15
SQ
Turn started for Bandit Raider
12:12:15
SQ
*
12:12:15
SQ
* Bandit Raider: Starting turn.
12:12:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:12:15
SQ
-> Behaviors to pick from:
Attack.Default (56.9986)(*), Idle (1), Attack.CrushArmor (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Puncture (0)
Attack.Default (56.9986)(*), Idle (1), Attack.CrushArmor (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Puncture (0)
12:12:15
SQ
-> Behavior picked: Attack.Default (56.9986)
12:12:16
SQ
* Bandit Raider: Using Thrust against Winrich!
12:12:16
SQ
Bandit Raider uses skill Thrust
12:12:16
SQ
-> Behaviors to pick from:
Attack.Default (59.4157)(*), Idle (1), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), BreakFree (0), Defend.Spearwall (0), Retreat (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0)
Attack.Default (59.4157)(*), Idle (1), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), BreakFree (0), Defend.Spearwall (0), Retreat (0), Attack.SplitShield (0), Defend (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0)
12:12:16
SQ
-> Behavior picked: Attack.Default (59.4157)
12:12:17
SQ
* Bandit Raider: Using Thrust against Winrich!
12:12:17
SQ
Bandit Raider uses skill Thrust
12:12:17
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Melee (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
12:12:17
SQ
-> Behavior picked: Idle (1)
12:12:17
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:12:17
SQ
* ---------------------------------------------------
12:12:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:12:17
SQ
Turn started for Bandit Raider
12:12:17
SQ
*
12:12:17
SQ
* Bandit Raider: Starting turn.
12:12:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:12:18
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0), Attack.Puncture (0)
SwitchTo.Melee (150)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.Default (0), Attack.Puncture (0)
12:12:18
SQ
-> Behavior picked: SwitchTo.Melee (150)
12:12:18
SQ
* Bandit Raider: Switching to melee weapon!
12:12:18
SQ
-> Behaviors to pick from:
Attack.Default (61.5288)(*), Idle (1), Defend.Riposte (0), Roam (0), Attack.Split (0), Attack.Swing (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0)
Attack.Default (61.5288)(*), Idle (1), Defend.Riposte (0), Roam (0), Attack.Split (0), Attack.Swing (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0)
12:12:18
SQ
-> Behavior picked: Attack.Default (61.5288)
12:12:18
SQ
* Bandit Raider: Using Slash against Palaemon the Oldguard!
12:12:18
SQ
Bandit Raider uses skill Slash
12:12:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), BreakFree (0), Attack.Split (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Roam (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), BreakFree (0), Attack.Split (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.CrushArmor (0), Flee (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Roam (0), Retreat (0), Defend.Rotation (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
12:12:18
SQ
-> Behavior picked: Idle (1)
12:12:19
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:12:19
SQ
* ---------------------------------------------------
12:12:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:12:19
SQ
Turn started for Svein
12:12:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:12:21
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
12:12:21
SQ
Svein uses skill Thrust
12:12:23
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
12:12:23
SQ
Svein uses skill Thrust
12:12:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:12:23
SQ
Turn started for Bandit Raider
12:12:23
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:12:23
SQ
*
12:12:23
SQ
* Bandit Raider: Starting turn.
12:12:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:12:24
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Defend.Shieldwall (55.3412)(*), Idle (1), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0)
SwitchTo.Melee (100)(*), Defend.Shieldwall (55.3412)(*), Idle (1), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0)
12:12:24
SQ
-> Behavior picked: SwitchTo.Melee (100)
12:12:24
SQ
* Bandit Raider: Switching to melee weapon!
12:12:24
SQ
-> Behaviors to pick from:
Attack.Default (72.5252)(*), Defend.Shieldwall (55.2289)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Defend.Riposte (0), Roam (0), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Spearwall (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0)
Attack.Default (72.5252)(*), Defend.Shieldwall (55.2289)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Defend.Riposte (0), Roam (0), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Spearwall (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0)
12:12:24
SQ
-> Behavior picked: Defend.Shieldwall (55.2289)
12:12:24
SQ
* Bandit Raider: Using Shieldwall!
12:12:24
SQ
Bandit Raider uses skill Shieldwall
12:12:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Default (0)
12:12:24
SQ
-> Behavior picked: Idle (1)
12:12:24
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:12:24
SQ
* ---------------------------------------------------
12:12:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:12:25
SQ
Turn started for Ragnar the Blade
12:12:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:12:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:12:34
SQ
Turn started for Palaemon the Oldguard
12:12:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:12:36
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
12:12:36
SQ
Palaemon the Oldguard uses skill Shieldwall
12:12:40
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
12:12:40
SQ
Palaemon the Oldguard uses skill Slash
12:12:40
SQ
Bandit Raider has died.
12:12:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:12:41
SQ
Turn started for Winrich
12:12:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:12:43
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
12:12:43
SQ
Winrich uses skill Slash
12:12:45
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
12:12:45
SQ
Winrich uses skill Slash
12:12:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:12:46
SQ
Turn started for Alantyr the Swift
12:12:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:13:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:13:05
SQ
Turn started for Thorismund Balduric
12:13:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:13:08
SQ
[Thorismund Balduric] executes skill [Slash] on target [Bandit Raider]
12:13:08
SQ
Thorismund Balduric uses skill Slash
12:13:09
SQ
[Thorismund Balduric] executes skill [Slash] on target [Bandit Raider]
12:13:09
SQ
Thorismund Balduric uses skill Slash
12:13:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:13:10
SQ
Turn started for Bjarne
12:13:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:13:13
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:13:13
SQ
Bjarne uses skill Cleave
12:13:15
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:13:15
SQ
Bjarne uses skill Cleave
12:13:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:13:15
SQ
Turn started for Gunnar the Hound
12:13:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:13:19
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
12:13:19
SQ
Gunnar the Hound uses skill Thrust
12:13:22
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
12:13:22
SQ
Gunnar the Hound uses skill Thrust
12:13:22
SQ
Bandit Raider has died.
12:13:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:13:22
SQ
Turn started for Gerhard
12:13:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:13:25
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
12:13:25
SQ
Gerhard uses skill Thrust
12:13:26
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
12:13:26
SQ
Gerhard uses skill Thrust
12:13:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:13:27
SQ
Turn started for Alfgeir
12:13:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:13:34
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
12:13:34
SQ
Alfgeir uses skill Thrust
12:13:34
SQ
INFO: Next round issued: 4
12:13:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:13:34
SQ
Turn started for Torleif
12:13:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:13:42
SQ
TurnSequenceBar::entityWaitTurn(Torleif)
12:13:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:13:42
SQ
Turn started for Bandit Raider
12:13:42
SQ
*
12:13:42
SQ
* Bandit Raider: Starting turn.
12:13:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:13:43
SQ
-> Behaviors to pick from:
Attack.Default (53.2134)(*), Idle (1), BreakFree (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Engage.Melee (0), Attack.CrushArmor (0), Flee (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0)
Attack.Default (53.2134)(*), Idle (1), BreakFree (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Engage.Melee (0), Attack.CrushArmor (0), Flee (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0)
12:13:43
SQ
-> Behavior picked: Attack.Default (53.2134)
12:13:43
SQ
* Bandit Raider: Using Slash against Gunnar the Hound!
12:13:43
SQ
Bandit Raider uses skill Slash
12:13:43
SQ
-> Behaviors to pick from:
Attack.Default (58.0045)(*), Idle (1), Attack.Swing (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Retreat (0), Flee (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Defend.Knockback (0)
Attack.Default (58.0045)(*), Idle (1), Attack.Swing (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Retreat (0), Flee (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Defend.Knockback (0)
12:13:43
SQ
-> Behavior picked: Attack.Default (58.0045)
12:13:44
SQ
* Bandit Raider: Using Slash against Gunnar the Hound!
12:13:44
SQ
Bandit Raider uses skill Slash
12:13:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Retreat (0), BreakFree (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Rotation (0), Flee (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Retreat (0), BreakFree (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Rotation (0), Flee (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0)
12:13:44
SQ
-> Behavior picked: Idle (1)
12:13:44
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:13:44
SQ
* ---------------------------------------------------
12:13:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:13:45
SQ
Turn started for Gothart
12:13:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:13:50
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
12:13:50
SQ
Gothart uses skill Rupture
12:13:50
Resource
Loading: sounds/combat/rupture_blood_02.wav
12:13:51
Resource
Unloading: sounds/combat/rupture_blood_02.wav
12:13:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:13:53
SQ
Turn started for Bandit Raider
12:13:53
SQ
*
12:13:53
SQ
* Bandit Raider: Starting turn.
12:13:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:13:53
SQ
-> Behaviors to pick from:
Defend.Riposte (63.8785)(*), Attack.Default (60.0023)(*), Idle (1), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Split (0), Defend.Spearwall (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0)
Defend.Riposte (63.8785)(*), Attack.Default (60.0023)(*), Idle (1), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Split (0), Defend.Spearwall (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0)
12:13:53
SQ
-> Behavior picked: Defend.Riposte (63.8785)
12:13:54
SQ
* Bandit Raider: Using Riposte!
12:13:54
SQ
Bandit Raider uses skill Riposte
12:13:54
SQ
-> Behaviors to pick from:
Attack.Default (59.8661)(*), Idle (1), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), BreakFree (0), Defend (0), Attack.SplitShield (0), Flee (0), Defend.Rotation (0), Defend.Knockback (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Riposte (0)
Attack.Default (59.8661)(*), Idle (1), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), BreakFree (0), Defend (0), Attack.SplitShield (0), Flee (0), Defend.Rotation (0), Defend.Knockback (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Riposte (0)
12:13:54
SQ
-> Behavior picked: Attack.Default (59.8661)
12:13:55
SQ
* Bandit Raider: Using Slash against Thorismund Balduric!
12:13:55
SQ
Bandit Raider uses skill Slash
12:13:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Defend.Spearwall (0), BreakFree (0), Defend (0), Attack.SplitShield (0), Flee (0), Defend.Rotation (0), Attack.Split (0), Attack.Decapitate (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Defend.Spearwall (0), BreakFree (0), Defend (0), Attack.SplitShield (0), Flee (0), Defend.Rotation (0), Attack.Split (0), Attack.Decapitate (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Default (0)
12:13:55
SQ
-> Behavior picked: Idle (1)
12:13:55
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:13:55
SQ
* ---------------------------------------------------
12:13:55
UI
ERROR: Failed to update entity. Reason: Entity id: 2995992 not found.
12:13:55
UI
ERROR: Failed to update entity. Reason: Entity id: 2995992 not found.
12:13:55
UI
ERROR: Failed to update entity. Reason: Entity id: 2995992 not found.
12:13:55
UI
ERROR: Failed to update entity. Reason: Entity id: 2995992 not found.
12:13:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:13:55
SQ
Turn started for Bandit Marksman
12:13:55
SQ
*
12:13:55
SQ
* Bandit Marksman: Starting turn.
12:13:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:13:56
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:13:56
SQ
-> Behaviors to pick from:
Attack.Bow (41.8195)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), Defend (0), Engage.Melee (0), Defend.Rotation (0), Attack.Puncture (0)
Attack.Bow (41.8195)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), Defend (0), Engage.Melee (0), Defend.Rotation (0), Attack.Puncture (0)
12:13:56
SQ
-> Behavior picked: Attack.Bow (41.8195)
12:13:56
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
12:13:56
SQ
Bandit Marksman uses skill Aimed Shot
12:13:58
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), Defend (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), Defend (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Attack.Bow (0)
12:13:58
SQ
-> Behavior picked: Idle (1)
12:13:58
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:13:58
SQ
* ---------------------------------------------------
12:13:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:13:58
SQ
Turn started for Bandit Raider
12:13:58
SQ
*
12:13:58
SQ
* Bandit Raider: Starting turn.
12:13:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:13:59
SQ
-> Behaviors to pick from:
Attack.Default (45.8885)(*), Idle (1), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0)
Attack.Default (45.8885)(*), Idle (1), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Knockback (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0)
12:13:59
SQ
-> Behavior picked: Attack.Default (45.8885)
12:13:59
SQ
* Bandit Raider: Using Flail against Gerhard!
12:13:59
SQ
Bandit Raider uses skill Flail
12:13:59
SQ
-> Behaviors to pick from:
Attack.Default (49.5603)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0)
Attack.Default (49.5603)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0)
12:13:59
SQ
-> Behavior picked: Attack.Default (49.5603)
12:14:00
SQ
* Bandit Raider: Using Flail against Gerhard!
12:14:00
SQ
Bandit Raider uses skill Flail
12:14:00
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Puncture (0), Defend.Riposte (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Puncture (0), Defend.Riposte (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Roam (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0)
12:14:00
SQ
-> Behavior picked: Idle (1)
12:14:00
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:14:00
SQ
* ---------------------------------------------------
12:14:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:14:01
SQ
Turn started for Bandit Raider
12:14:01
SQ
*
12:14:01
SQ
* Bandit Raider: Starting turn.
12:14:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:14:01
SQ
-> Behaviors to pick from:
Attack.Default (55.913)(*), Idle (1), Defend.Knockback (0), Retreat (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0)
Attack.Default (55.913)(*), Idle (1), Defend.Knockback (0), Retreat (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0)
12:14:01
SQ
-> Behavior picked: Attack.Default (55.913)
12:14:02
SQ
* Bandit Raider: Using Thrust against Winrich!
12:14:02
SQ
Bandit Raider uses skill Thrust
12:14:02
SQ
-> Behaviors to pick from:
Attack.Default (55.8672)(*), Idle (1), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.Split (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Retreat (0)
Attack.Default (55.8672)(*), Idle (1), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Flee (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.Split (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Retreat (0)
12:14:02
SQ
-> Behavior picked: Attack.Default (55.8672)
12:14:03
SQ
* Bandit Raider: Using Thrust against Winrich!
12:14:03
SQ
Bandit Raider uses skill Thrust
12:14:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Rotation (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Retreat (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Defend (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Rotation (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Retreat (0), Attack.Default (0)
12:14:03
SQ
-> Behavior picked: Idle (1)
12:14:03
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:14:03
SQ
* ---------------------------------------------------
12:14:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:14:03
SQ
Turn started for Alantyr the Swift
12:14:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:14:07
UI
equip item: 54895489
12:14:14
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
12:14:14
SQ
Alantyr the Swift uses skill Impale
12:14:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:14:14
SQ
Turn started for Bandit Raider
12:14:14
SQ
*
12:14:14
SQ
* Bandit Raider: Starting turn.
12:14:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:14:14
SQ
-> Behaviors to pick from:
Attack.Default (38.574)(*), Attack.KnockOut (26.5301)(*), Idle (1), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Split (0), Defend.Spearwall (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Puncture (0)
Attack.Default (38.574)(*), Attack.KnockOut (26.5301)(*), Idle (1), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Split (0), Defend.Spearwall (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Flee (0), Attack.Swing (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Puncture (0)
12:14:14
SQ
-> Behavior picked: Attack.KnockOut (26.5301)
12:14:15
SQ
* Bandit Raider: Using Knock Out against Bjarne!
12:14:15
SQ
Bandit Raider uses skill Knock Out
12:14:15
SQ
-> Behaviors to pick from:
Attack.Default (38.0789)(*), Attack.KnockOut (25.0345)(*), Idle (1), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Split (0), Defend.Spearwall (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Knockback (0)
Attack.Default (38.0789)(*), Attack.KnockOut (25.0345)(*), Idle (1), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Split (0), Defend.Spearwall (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Knockback (0)
12:14:15
SQ
-> Behavior picked: Attack.Default (38.0789)
12:14:16
SQ
* Bandit Raider: Using Bash against Bjarne!
12:14:16
SQ
Bandit Raider uses skill Bash
12:14:16
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.Split (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.Split (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Default (0)
12:14:16
SQ
-> Behavior picked: Idle (1)
12:14:16
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:14:16
SQ
* ---------------------------------------------------
12:14:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:14:16
SQ
Turn started for Svein
12:14:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:14:23
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
12:14:23
SQ
Svein uses skill Thrust
12:14:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:14:23
SQ
Turn started for Ragnar the Blade
12:14:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:14:29
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
12:14:29
SQ
Ragnar the Blade uses skill Quick Shot
12:14:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:14:29
SQ
Turn started for Bandit Raider
12:14:29
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:14:29
SQ
*
12:14:29
SQ
* Bandit Raider: Starting turn.
12:14:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:14:30
SQ
-> Behaviors to pick from:
Defend.Shieldwall (193.279)(*), Attack.Default (59.1207)(*), Idle (1), Defend.Spearwall (0), Attack.Swing (0), Roam (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0)
Defend.Shieldwall (193.279)(*), Attack.Default (59.1207)(*), Idle (1), Defend.Spearwall (0), Attack.Swing (0), Roam (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0)
12:14:30
SQ
-> Behavior picked: Defend.Shieldwall (193.279)
12:14:30
SQ
* Bandit Raider: Using Shieldwall!
12:14:30
SQ
Bandit Raider uses skill Shieldwall
12:14:30
SQ
-> Behaviors to pick from:
Attack.Default (58.9627)(*), Idle (1), Attack.Swing (0), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Shieldwall (0)
Attack.Default (58.9627)(*), Idle (1), Attack.Swing (0), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Shieldwall (0)
12:14:30
SQ
-> Behavior picked: Attack.Default (58.9627)
12:14:31
SQ
* Bandit Raider: Using Thrust against Winrich!
12:14:31
SQ
Bandit Raider uses skill Thrust
12:14:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.Split (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.KnockOut (0), SwitchTo.Melee (0), Flee (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Attack.Split (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.KnockOut (0), SwitchTo.Melee (0), Flee (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Default (0)
12:14:31
SQ
-> Behavior picked: Idle (1)
12:14:32
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:14:32
SQ
* ---------------------------------------------------
12:14:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:14:32
SQ
Turn started for Winrich
12:14:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:14:34
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
12:14:34
SQ
Winrich uses skill Slash
12:14:36
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
12:14:36
SQ
Winrich uses skill Slash
12:14:36
SQ
Bandit Raider has died.
12:14:40
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
12:14:40
SQ
Winrich uses skill Slash
12:14:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:14:40
SQ
Turn started for Gunnar the Hound
12:14:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:14:43
SQ
[Gunnar the Hound] executes skill [Shieldwall] on target [Gunnar the Hound]
12:14:43
SQ
Gunnar the Hound uses skill Shieldwall
12:14:44
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
12:14:44
SQ
Gunnar the Hound uses skill Thrust
12:14:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:14:45
SQ
Turn started for Thorismund Balduric
12:14:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:14:49
SQ
[Thorismund Balduric] executes skill [Slash] on target [Bandit Raider]
12:14:49
SQ
Thorismund Balduric uses skill Slash
12:14:49
SQ
Bandit Raider has died.
12:14:49
SQ
Skill [Riposte] removed from [Bandit Raider].
12:14:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:14:54
SQ
Turn started for Bjarne
12:14:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:14:56
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:14:56
SQ
Bjarne uses skill Cleave
12:14:58
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:14:58
SQ
Bjarne uses skill Cleave
12:14:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:14:58
SQ
Turn started for Palaemon the Oldguard
12:14:58
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
12:14:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:15:01
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
12:15:01
SQ
Palaemon the Oldguard uses skill Shieldwall
12:15:03
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
12:15:03
SQ
Palaemon the Oldguard uses skill Slash
12:15:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:15:03
SQ
Turn started for Alfgeir
12:15:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:15:06
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
12:15:06
SQ
Alfgeir uses skill Thrust
12:15:06
SQ
Bandit Raider has died.
12:15:06
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:15:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:15:08
SQ
Turn started for Gerhard
12:15:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:15:11
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
12:15:11
SQ
Gerhard uses skill Thrust
12:15:13
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
12:15:13
SQ
Gerhard uses skill Thrust
12:15:13
SQ
Bandit Raider has died.
12:15:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:15:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:15:19
SQ
INFO: Next round issued: 5
12:15:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:15:19
SQ
Turn started for Gothart
12:15:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:15:21
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
12:15:21
SQ
Gothart uses skill Rupture
12:15:21
SQ
Bandit Raider has died.
12:15:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:15:25
SQ
Turn started for Torleif
12:15:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:15:28
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
12:15:28
SQ
Torleif uses skill Quick Shot
12:15:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:15:29
SQ
Turn started for Bandit Raider
12:15:29
SQ
*
12:15:29
SQ
* Bandit Raider: Starting turn.
12:15:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:15:30
SQ
-> Behaviors to pick from:
Flee (9000)(*), Defend.Riposte (58.4845), Idle (1), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Defend.Rotation (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0), Attack.Swing (0)
Flee (9000)(*), Defend.Riposte (58.4845), Idle (1), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Defend.Rotation (0), Defend (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0), Attack.Swing (0)
12:15:30
SQ
-> Behavior picked: Flee (9000)
12:15:30
SQ
* Bandit Raider: Fleeing.
12:15:33
SQ
-> Behaviors to pick from:
Flee (9000)(*), Defend.Riposte (57.7964), Idle (1), Attack.CrushArmor (0), Defend.Spearwall (0), Retreat (0), Attack.Decapitate (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Ranged (0)
Flee (9000)(*), Defend.Riposte (57.7964), Idle (1), Attack.CrushArmor (0), Defend.Spearwall (0), Retreat (0), Attack.Decapitate (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Ranged (0)
12:15:33
SQ
-> Behavior picked: Flee (9000)
12:15:33
SQ
* Bandit Raider: Fleeing.
12:15:33
SQ
Bandit Raider has died.
12:15:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:15:33
SQ
Turn started for Bandit Marksman
12:15:33
SQ
*
12:15:33
SQ
* Bandit Marksman: Starting turn.
12:15:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:15:33
SQ
defensive score: 13.0909
12:15:33
SQ
defensive threshold: 2.72727
12:15:33
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:15:33
SQ
-> Behaviors to pick from:
Retreat (1259.09)(*), Attack.Bow (79.6404), Idle (1), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Ranged (0), Reload (0), Defend (0), BreakFree (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0)
Retreat (1259.09)(*), Attack.Bow (79.6404), Idle (1), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Ranged (0), Reload (0), Defend (0), BreakFree (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0)
12:15:33
SQ
-> Behavior picked: Retreat (1259.09)
12:15:34
SQ
* Bandit Marksman: Retreating.
12:15:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:15:35
SQ
Turn started for Svein
12:15:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:15:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:15:39
SQ
Turn started for Alantyr the Swift
12:15:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:15:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:15:43
SQ
Turn started for Ragnar the Blade
12:15:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:15:48
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Marksman]
12:15:48
SQ
Ragnar the Blade uses skill Aimed Shot
12:15:49
SQ
Bandit Marksman has died.
12:15:49
Resource
Unloading: gfx/orientation_overlay.png
12:15:49
SQ
Skill [Shieldwall] removed from [Gunnar the Hound].
12:15:49
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
12:15:53
Resource
Loading: music/victory_01.music
12:15:53
Resource
Unloading: music/bandits_02.music
12:16:05
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:16:05
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:16:05
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
12:16:05
SQ
World::onCombatFinished
12:16:05
SQ
TacticalState::onFinish
12:16:05
Resource
Unloading: gfx/object_0.png
12:16:05
Resource
Unloading: gfx/detail.png
12:16:05
Resource
Unloading Resource Package "Temporary Tactical Resources".
12:16:05
UI
IngameMenuScreen::UNREGISTER
12:16:05
UI
MainMenuModule::UNREGISTER
12:16:05
UI
LoadCampaignMenuModule::UNREGISTER
12:16:05
UI
SaveCampaignMenuModule::UNREGISTER
12:16:05
UI
OptionsMenuModule::UNREGISTER
12:16:05
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:16:05
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:16:05
UI
OptionsMenuModuleControlsPanel::UNREGISTER
12:16:05
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
12:16:05
UI
TacticalFleeScreen::UNREGISTER
12:16:05
UI
CharacterScreen::UNREGISTER
12:16:05
UI
CharacterScreenLeftPanelModule::UNREGISTER
12:16:05
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
12:16:05
UI
CharacterScreenPaperdollModule::UNREGISTER
12:16:05
UI
CharacterScreenSkillsModule::UNREGISTER
12:16:05
UI
CharacterScreenStatsModule::UNREGISTER
12:16:05
UI
CharacterScreenRightPanelModule::UNREGISTER
12:16:05
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
12:16:05
UI
CharacterScreenInventoryListModule::UNREGISTER
12:16:05
UI
CharacterScreenPerksModule::UNREGISTER
12:16:05
UI
CharacterScreenBrothersListModule::UNREGISTER
12:16:05
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
12:16:05
UI
TacticalScreen::UNREGISTER
12:16:05
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
12:16:05
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
12:16:05
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
12:16:05
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
12:16:05
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
12:16:05
UI
TacticalCombatResultScreen::UNREGISTER
12:16:05
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
12:16:05
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
12:16:09
Resource
Loading: music/worldmap_05.music
12:16:09
Resource
Unloading: music/victory_01.music
12:16:19
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
12:16:26
UI
equip item: 54578138
12:16:36
UI
equip item: 55082813
12:16:49
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
12:16:57
UI
Stash | Ground -> Backpack (targetItemIdx: 1)
12:17:13
UI
Backpack -> Paperdoll (sourceItemIdx: 2)
12:17:39
UI
equip item: 54453464
12:18:09
SQ
contract removed: contract.errant
12:18:15
SQ
contract added: contract.errant
12:18:33
SQ
Location entered: Kronland Castle
12:18:37
Resource
Loading: music/stronghold_01.music
12:18:37
Resource
Unloading: music/worldmap_05.music
12:23:02
Resource
Loading: music/worldmap_03.music
12:23:02
Resource
Unloading: music/stronghold_01.music
12:23:13
SQ
contract added: contract.destroy_inactive_location
12:23:15
SQ
contract removed: contract.errant
12:23:18
SQ
contract removed: contract.errant
12:23:35
SQ
contract removed: contract.errant
12:23:58
SQ
contract added: contract.destroy_inactive_location
12:23:59
SQ
contract removed: contract.errant
12:24:15
SQ
contract removed: contract.errant
12:24:19
SQ
contract removed: contract.errant
12:24:24
SQ
Save campaign: autosave
12:24:25
Scene
Finished saving scene.
12:24:26
SQ
WorldState::onHide
12:24:26
UI
CharacterScreen::REGISTER
12:24:26
UI
CharacterScreenLeftPanelModule::REGISTER
12:24:26
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
12:24:26
UI
CharacterScreenPaperdollModule::REGISTER
12:24:26
UI
CharacterScreenSkillsModule::REGISTER
12:24:26
UI
CharacterScreenStatsModule::REGISTER
12:24:26
UI
CharacterScreenRightPanelModule::REGISTER
12:24:26
UI
CharacterScreenRightPanelHeaderModule::REGISTER
12:24:26
UI
CharacterScreenInventoryListModule::REGISTER
12:24:26
UI
CharacterScreenPerksModule::REGISTER
12:24:26
UI
CharacterScreenBrothersListModule::REGISTER
12:24:26
UI
CharacterScreenBattleStartFooterModule::REGISTER
12:24:26
UI
TacticalFleeScreen::REGISTER
12:24:26
UI
IngameMenuScreen::REGISTER
12:24:26
UI
MainMenuModule::REGISTER
12:24:26
UI
LoadCampaignMenuModule::REGISTER
12:24:26
UI
SaveCampaignMenuModule::REGISTER
12:24:26
UI
OptionsMenuModule::REGISTER
12:24:26
UI
OptionsMenuModuleVideoPanel::REGISTER
12:24:26
UI
OptionsMenuModuleAudioPanel::REGISTER
12:24:26
UI
OptionsMenuModuleControlsPanel::REGISTER
12:24:26
UI
OptionsMenuModuleGameplayPanel::REGISTER
12:24:26
UI
TacticalCombatResultScreen::REGISTER
12:24:26
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
12:24:26
UI
TacticalCombatResultScreenLootPanel::REGISTER
12:24:26
UI
TacticalScreen::REGISTER
12:24:26
UI
TacticalScreenTurnSequenceBarModule::REGISTER
12:24:26
UI
TacticalScreenOrientationOverlayModule::REGISTER
12:24:26
UI
TacticalScreenTopbarEventLogModule::REGISTER
12:24:26
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
12:24:26
UI
TacticalScreenTopbarOptionsModule::REGISTER
12:24:26
Resource
Loading: gfx/detail.png
12:24:26
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
12:24:26
Resource
Loading: gfx/object_0.png
12:24:26
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
12:24:26
Resource
Loading: gfx/orientation_overlay.png
12:24:26
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
12:24:26
SQ
TACTICAL: STASH LOCKED: true
12:24:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:24:27
SQ
Turn started for Bandit Marksman
12:24:27
SQ
*
12:24:27
SQ
* Bandit Marksman: Starting turn.
12:24:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:24:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:24:27
SQ
INFO: Next round issued: 1
12:24:27
Resource
Started loading Resource Package "Temporary Tactical Resources".
12:24:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:24:27
SQ
defensive score: 2.37037
12:24:27
SQ
defensive threshold: 2.90323
12:24:27
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
12:24:27
SQ
-> Behavior picked: Engage.Ranged (25)
12:24:27
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
12:24:27
SQ
* Bandit Marksman: Waiting until others have moved!
12:24:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:24:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:24:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
12:24:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:24:30
Resource
Loading: music/bandits_02.music
12:24:30
Resource
Unloading: music/worldmap_03.music
12:24:33
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
12:24:33
SQ
Ragnar the Blade uses skill Quick Shot
12:24:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:24:34
SQ
Turn started for Bandit Raider
12:24:34
SQ
*
12:24:34
SQ
* Bandit Raider: Starting turn.
12:24:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:24:35
SQ
defensive score: 2.37037
12:24:35
SQ
defensive threshold: 2.90323
12:24:35
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (105)(*), Engage.Melee (93.3333)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (105)(*), Engage.Melee (93.3333)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:24:35
SQ
-> Behavior picked: SwitchTo.Ranged (105)
12:24:35
SQ
* Bandit Raider: Switching to ranged weapon!
12:24:35
SQ
defensive score: 2.37037
12:24:35
SQ
defensive threshold: 2.90323
12:24:35
SQ
-> Behaviors to pick from:
Engage.Melee (92.5926)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (92.5926)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:24:35
SQ
-> Behavior picked: Engage.Melee (92.5926)
12:24:35
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
12:24:36
SQ
* Bandit Raider: Reached engage destination
12:24:36
SQ
defensive score: 2.37037
12:24:36
SQ
defensive threshold: 2.90323
12:24:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
12:24:36
SQ
-> Behavior picked: Idle (1)
12:24:36
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:24:36
SQ
* ---------------------------------------------------
12:24:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:24:37
SQ
Turn started for Bandit Marksman
12:24:37
SQ
*
12:24:37
SQ
* Bandit Marksman: Starting turn.
12:24:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:24:37
SQ
defensive score: 2.37037
12:24:37
SQ
defensive threshold: 2.90323
12:24:37
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
12:24:37
SQ
-> Behavior picked: Engage.Ranged (25)
12:24:37
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
12:24:37
SQ
* Bandit Marksman: Waiting until others have moved!
12:24:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:24:37
SQ
Turn started for Bandit Marksman
12:24:37
SQ
*
12:24:37
SQ
* Bandit Marksman: Starting turn.
12:24:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:24:37
SQ
defensive score: 2.37037
12:24:37
SQ
defensive threshold: 2.90323
12:24:38
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.5366), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (12.5366), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
12:24:38
SQ
-> Behavior picked: Engage.Ranged (80)
12:24:38
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (not visible)
12:24:38
SQ
defensive score: 2.37037
12:24:38
SQ
defensive threshold: 2.90323
12:24:38
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:24:38
SQ
-> Behaviors to pick from:
Attack.Bow (36.6898)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
Attack.Bow (36.6898)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
12:24:38
SQ
-> Behavior picked: Attack.Bow (36.6898)
12:24:39
SQ
* Bandit Marksman: Using Quick Shot against Ragnar the Blade!
12:24:39
SQ
Bandit Marksman uses skill Quick Shot
12:24:41
SQ
defensive score: 2.37037
12:24:41
SQ
defensive threshold: 2.90323
12:24:41
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
12:24:41
SQ
-> Behavior picked: Idle (1)
12:24:41
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
12:24:41
SQ
* ---------------------------------------------------
12:24:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:24:41
SQ
Turn started for Torleif
12:24:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:24:48
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
12:24:48
SQ
Torleif uses skill Quick Shot
12:24:49
SQ
Bandit Marksman has died.
12:24:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:24:49
SQ
Turn started for Bandit Raider
12:24:49
SQ
*
12:24:49
SQ
* Bandit Raider: Starting turn.
12:24:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:24:49
SQ
defensive score: 1.60714
12:24:49
SQ
defensive threshold: 2.92683
12:24:50
SQ
-> Behaviors to pick from:
Engage.Melee (136.068)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (136.068)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:24:50
SQ
-> Behavior picked: Engage.Melee (136.068)
12:24:50
SQ
* Bandit Raider: Engaging to melee range with Torleif (visible), accepted_distance=0
12:24:51
SQ
* Bandit Raider: Reached engage destination
12:24:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:24:51
SQ
-> Behavior picked: Idle (1)
12:24:51
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
12:24:51
SQ
* ---------------------------------------------------
12:24:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:24:52
SQ
Turn started for Bandit Raider
12:24:52
SQ
*
12:24:52
SQ
* Bandit Raider: Starting turn.
12:24:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:24:52
SQ
-> Behaviors to pick from:
Engage.Melee (80)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (80)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:24:52
SQ
-> Behavior picked: Engage.Melee (80)
12:24:52
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
12:24:54
SQ
* Bandit Raider: Reached engage destination
12:24:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:24:54
SQ
-> Behavior picked: Idle (1)
12:24:54
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:24:54
SQ
* ---------------------------------------------------
12:24:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:24:54
SQ
Turn started for Bandit Raider
12:24:54
SQ
*
12:24:54
SQ
* Bandit Raider: Starting turn.
12:24:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:24:54
SQ
-> Behaviors to pick from:
Engage.Melee (104.762)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (104.762)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:24:54
SQ
-> Behavior picked: Engage.Melee (104.762)
12:24:55
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
12:24:56
SQ
* Bandit Raider: Reached engage destination
12:24:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:24:56
SQ
-> Behavior picked: Idle (1)
12:24:56
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:24:56
SQ
* ---------------------------------------------------
12:24:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:24:56
SQ
Turn started for Thorismund Balduric
12:24:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:25:01
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Raider]
12:25:01
SQ
Thorismund Balduric uses skill Shoot Bolt
12:25:03
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
12:25:03
SQ
Thorismund Balduric uses skill Reload
12:25:03
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
12:25:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:25:03
SQ
Turn started for Bandit Raider
12:25:03
SQ
*
12:25:03
SQ
* Bandit Raider: Starting turn.
12:25:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:25:03
SQ
-> Behaviors to pick from:
Engage.Melee (93.4783)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (93.4783)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:25:03
SQ
-> Behavior picked: Engage.Melee (93.4783)
12:25:04
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
12:25:05
SQ
* Bandit Raider: Reached engage destination
12:25:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:25:05
SQ
-> Behavior picked: Idle (1)
12:25:05
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:25:05
SQ
* ---------------------------------------------------
12:25:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:25:05
SQ
Turn started for Bandit Raider
12:25:05
SQ
*
12:25:05
SQ
* Bandit Raider: Starting turn.
12:25:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:25:06
SQ
-> Behaviors to pick from:
Engage.Melee (90)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (90)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:25:06
SQ
-> Behavior picked: Engage.Melee (90)
12:25:06
SQ
* Bandit Raider: Engaging to melee range with Torleif (not visible), accepted_distance=0
12:25:07
SQ
* Bandit Raider: Reached engage destination
12:25:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:25:08
SQ
-> Behavior picked: Idle (1)
12:25:08
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:25:08
SQ
* ---------------------------------------------------
12:25:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:25:08
SQ
Turn started for Svein
12:25:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:25:20
SQ
[Svein] executes skill [Knock Back] on target [Bandit Raider]
12:25:20
SQ
Svein uses skill Knock Back
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:25:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:25:20
SQ
Turn started for Gothart
12:25:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:25:26
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Raider]
12:25:26
SQ
Gothart uses skill Shoot Bolt
12:25:27
SQ
[Gothart] executes skill [Reload] on target [Gothart]
12:25:27
SQ
Gothart uses skill Reload
12:25:27
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
12:25:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:25:28
SQ
Turn started for Gunnar the Hound
12:25:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:25:33
SQ
[Gunnar the Hound] executes skill [Knock Back] on target [Bandit Raider]
12:25:33
SQ
Gunnar the Hound uses skill Knock Back
12:25:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:25:42
SQ
Turn started for Alantyr the Swift
12:25:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:25:49
SQ
TurnSequenceBar::entityWaitTurn(Alantyr the Swift)
12:25:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:25:49
SQ
Turn started for Alfgeir
12:25:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:25:55
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
12:25:55
SQ
Alfgeir uses skill Thrust
12:25:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:25:55
SQ
Turn started for Bjarne
12:25:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:26:04
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:26:04
SQ
Bjarne uses skill Cleave
12:26:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:26:06
SQ
Turn started for Palaemon the Oldguard
12:26:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:26:13
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
12:26:13
SQ
Palaemon the Oldguard uses skill Slash
12:26:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:26:13
SQ
Turn started for Gerhard
12:26:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:26:18
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
12:26:18
SQ
Gerhard uses skill Thrust
12:26:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:26:18
SQ
Turn started for Winrich
12:26:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:26:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:26:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:26:30
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (31.3851)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
Engage.Ranged (80)(*), Attack.Bow (31.3851)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
12:26:30
SQ
-> Behavior picked: Attack.Bow (31.3851)
12:26:30
SQ
* Bandit Marksman: Using Shoot Bolt against Winrich!
12:26:30
SQ
Bandit Marksman uses skill Shoot Bolt
12:26:31
SQ
-> Behaviors to pick from:
Reload (94.9346)(*), Engage.Ranged (80)(*), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), Attack.Bow (0)
Reload (94.9346)(*), Engage.Ranged (80)(*), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), Attack.Bow (0)
12:26:31
SQ
-> Behavior picked: Engage.Ranged (80)
12:26:31
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Alantyr the Swift (not visible)
12:26:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Engage.Ranged (0), Roam (0), Retreat (0), Attack.Bow (0), Reload (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Engage.Ranged (0), Roam (0), Retreat (0), Attack.Bow (0), Reload (0)
12:26:32
SQ
-> Behavior picked: Idle (1)
12:26:32
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:26:32
SQ
* ---------------------------------------------------
12:26:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:26:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:26:38
SQ
[Alantyr the Swift] executes skill [Aimed Shot] on target [Bandit Marksman]
12:26:38
SQ
Alantyr the Swift uses skill Aimed Shot
12:26:40
SQ
INFO: Next round issued: 2
12:26:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:26:40
SQ
Turn started for Bandit Raider
12:26:40
SQ
*
12:26:40
SQ
* Bandit Raider: Starting turn.
12:26:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:26:41
SQ
-> Behaviors to pick from:
Attack.Default (38.1286)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
Attack.Default (38.1286)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
12:26:41
SQ
-> Behavior picked: Attack.Default (38.1286)
12:26:41
SQ
* Bandit Raider: Using Throw Axe against Torleif!
12:26:41
SQ
Bandit Raider uses skill Throw Axe
12:26:41
Resource
Loading: sounds/combat/throw_axe_01.wav
12:26:42
Resource
Unloading: sounds/combat/throw_axe_01.wav
12:26:43
SQ
-> Behaviors to pick from:
Attack.Default (37.957)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
Attack.Default (37.957)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
12:26:43
SQ
-> Behavior picked: Attack.Default (37.957)
12:26:43
SQ
* Bandit Raider: Using Throw Axe against Torleif!
12:26:43
SQ
Bandit Raider uses skill Throw Axe
12:26:43
Resource
Loading: sounds/combat/throw_axe_02.wav
12:26:43
Resource
Loading: sounds/combat/throw_axe_hit_03.wav
12:26:43
Resource
Unloading: sounds/combat/throw_axe_02.wav
12:26:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
12:26:44
SQ
-> Behavior picked: Idle (1)
12:26:44
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:26:44
SQ
* ---------------------------------------------------
12:26:44
Resource
Unloading: sounds/combat/throw_axe_hit_03.wav
12:26:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:26:44
SQ
Turn started for Ragnar the Blade
12:26:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:26:49
UI
equip item: 50942841
12:26:53
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
12:26:53
SQ
Ragnar the Blade uses skill Impale
12:26:53
SQ
Bandit Raider has died.
12:26:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
12:26:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:27:00
Script
VM collected 1 object(s) and deleted them.
12:27:00
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
12:27:00
SQ
Ragnar the Blade uses skill Impale
12:27:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:27:01
SQ
Turn started for Bandit Marksman
12:27:01
SQ
*
12:27:01
SQ
* Bandit Marksman: Starting turn.
12:27:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:27:01
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (28.7009)(*), Idle (1), Reload (0), Defend (0), Flee (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
Engage.Ranged (80)(*), Attack.Bow (28.7009)(*), Idle (1), Reload (0), Defend (0), Flee (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
12:27:01
SQ
-> Behavior picked: Engage.Ranged (80)
12:27:02
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (visible)
12:27:02
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:27:02
SQ
-> Behaviors to pick from:
Attack.Bow (12.5175)(*), Idle (1), Defend (0), Engage.Melee (0), Flee (0), Defend.Rotation (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Retreat (0), Reload (0), Engage.Ranged (0)
Attack.Bow (12.5175)(*), Idle (1), Defend (0), Engage.Melee (0), Flee (0), Defend.Rotation (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Retreat (0), Reload (0), Engage.Ranged (0)
12:27:02
SQ
-> Behavior picked: Attack.Bow (12.5175)
12:27:02
SQ
* Bandit Marksman: Using Quick Shot against Svein!
12:27:02
SQ
Bandit Marksman uses skill Quick Shot
12:27:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Flee (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Retreat (0), Reload (0), Engage.Melee (0), Attack.Bow (0)
Idle (1)(*), Defend (0), BreakFree (0), Flee (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Retreat (0), Reload (0), Engage.Melee (0), Attack.Bow (0)
12:27:03
SQ
-> Behavior picked: Idle (1)
12:27:03
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
12:27:03
SQ
* ---------------------------------------------------
12:27:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:27:03
SQ
Turn started for Torleif
12:27:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:27:11
UI
equip item: 49789973
12:27:15
SQ
[Torleif] executes skill [Slash] on target [Bandit Raider]
12:27:15
SQ
Torleif uses skill Slash
12:27:16
SQ
[Torleif] executes skill [Slash] on target [Bandit Raider]
12:27:16
SQ
Torleif uses skill Slash
12:27:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:27:16
SQ
Turn started for Bandit Raider
12:27:16
SQ
*
12:27:16
SQ
* Bandit Raider: Starting turn.
12:27:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:27:17
SQ
-> Behaviors to pick from:
Defend.Shieldwall (249.606)(*), Attack.Default (60.4757), Attack.SplitShield (9.37092), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Roam (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (249.606)(*), Attack.Default (60.4757), Attack.SplitShield (9.37092), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Roam (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
12:27:17
SQ
-> Behavior picked: Defend.Shieldwall (249.606)
12:27:17
SQ
* Bandit Raider: Using Shieldwall!
12:27:17
SQ
Bandit Raider uses skill Shieldwall
12:27:17
SQ
-> Behaviors to pick from:
Attack.Default (60.0864)(*), Attack.SplitShield (9.31889), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
Attack.Default (60.0864)(*), Attack.SplitShield (9.31889), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
12:27:17
SQ
-> Behavior picked: Attack.Default (60.0864)
12:27:18
SQ
* Bandit Raider: Using Chop against Ragnar the Blade!
12:27:18
SQ
Bandit Raider uses skill Chop
12:27:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
12:27:18
SQ
-> Behavior picked: Idle (1)
12:27:19
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:27:19
SQ
* ---------------------------------------------------
12:27:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:27:19
SQ
Turn started for Bandit Raider
12:27:19
SQ
*
12:27:19
SQ
* Bandit Raider: Starting turn.
12:27:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:27:19
SQ
-> Behaviors to pick from:
Defend.Rotation (307.622)(*), Defend.Shieldwall (116.406)(*), Attack.SplitShield (74.9335), Attack.Default (30.1295), Idle (1), Roam (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Defend.Rotation (307.622)(*), Defend.Shieldwall (116.406)(*), Attack.SplitShield (74.9335), Attack.Default (30.1295), Idle (1), Roam (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
12:27:19
SQ
-> Behavior picked: Defend.Shieldwall (116.406)
12:27:20
SQ
* Bandit Raider: Using Shieldwall!
12:27:20
SQ
Bandit Raider uses skill Shieldwall
12:27:20
SQ
-> Behaviors to pick from:
Defend.Rotation (295.391)(*), Attack.SplitShield (74.4975)(*), Attack.Default (29.9262), Idle (1), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Engage.Melee (0), Flee (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0)
Defend.Rotation (295.391)(*), Attack.SplitShield (74.4975)(*), Attack.Default (29.9262), Idle (1), Attack.Decapitate (0), BreakFree (0), Attack.CrushArmor (0), Engage.Melee (0), Flee (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0)
12:27:20
SQ
-> Behavior picked: Defend.Rotation (295.391)
12:27:21
SQ
* Bandit Raider: Using Rotation!
12:27:21
SQ
Bandit Raider uses skill Rotation
12:27:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Flee (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Rotation (0)
Idle (1)(*), Attack.Default (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Flee (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Rotation (0)
12:27:22
SQ
-> Behavior picked: Idle (1)
12:27:22
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:27:22
SQ
* ---------------------------------------------------
12:27:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:27:22
SQ
Turn started for Bandit Marksman
12:27:23
SQ
*
12:27:23
SQ
* Bandit Marksman: Starting turn.
12:27:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:27:23
SQ
-> Behaviors to pick from:
Reload (97.7143)(*), Engage.Ranged (80)(*), Idle (1), Flee (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Attack.Default (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0)
Reload (97.7143)(*), Engage.Ranged (80)(*), Idle (1), Flee (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Attack.Default (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0)
12:27:23
SQ
-> Behavior picked: Reload (97.7143)
12:27:23
SQ
* Bandit Marksman: Reloading!
12:27:23
SQ
Bandit Marksman uses skill Reload
12:27:23
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (19.1238), Idle (1), Defend (0), Attack.Default (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
Engage.Ranged (80)(*), Attack.Bow (19.1238), Idle (1), Defend (0), Attack.Default (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
12:27:23
SQ
-> Behavior picked: Engage.Ranged (80)
12:27:24
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (visible)
12:27:25
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Engage.Ranged (0)
Idle (1)(*), SwitchTo.Melee (0), Retreat (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Defend (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Engage.Ranged (0)
12:27:25
SQ
-> Behavior picked: Idle (1)
12:27:25
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
12:27:25
SQ
* ---------------------------------------------------
12:27:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:27:25
SQ
Turn started for Thorismund Balduric
12:27:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:27:38
UI
equip item: 51428353
12:27:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:27:42
SQ
Turn started for Winrich
12:27:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:27:46
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
12:27:46
SQ
Winrich uses skill Slash
12:27:46
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:27:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:27:50
SQ
Turn started for Bandit Raider
12:27:50
SQ
*
12:27:50
SQ
* Bandit Raider: Starting turn.
12:27:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:27:51
SQ
-> Behaviors to pick from:
Defend.Shieldwall (57.5642)(*), Attack.Default (31.9634)(*), Attack.KnockOut (28.4279)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (57.5642)(*), Attack.Default (31.9634)(*), Attack.KnockOut (28.4279)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
12:27:51
SQ
-> Behavior picked: Defend.Shieldwall (57.5642)
12:27:51
SQ
* Bandit Raider: Using Shieldwall!
12:27:51
SQ
Bandit Raider uses skill Shieldwall
12:27:51
SQ
-> Behaviors to pick from:
Attack.Default (31.6854)(*), Attack.KnockOut (27.3455)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Defend (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
Attack.Default (31.6854)(*), Attack.KnockOut (27.3455)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Rotation (0), Defend (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
12:27:51
SQ
-> Behavior picked: Attack.KnockOut (27.3455)
12:27:52
SQ
* Bandit Raider: Using Knock Out against Alfgeir!
12:27:52
SQ
Bandit Raider uses skill Knock Out
12:27:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
12:27:52
SQ
-> Behavior picked: Idle (1)
12:27:53
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:27:53
SQ
* ---------------------------------------------------
12:27:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:27:53
SQ
Turn started for Alfgeir
12:27:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:27:56
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
12:27:56
SQ
Alfgeir uses skill Thrust
12:27:59
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
12:27:59
SQ
Alfgeir uses skill Thrust
12:27:59
SQ
Bandit Raider has died.
12:27:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:27:59
SQ
Turn started for Svein
12:27:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:28:05
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
12:28:05
SQ
Svein uses skill Thrust
12:28:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:28:05
SQ
Turn started for Gothart
12:28:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:28:12
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Marksman]
12:28:12
SQ
Gothart uses skill Shoot Bolt
12:28:13
SQ
Bandit Marksman has died.
12:28:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:28:15
SQ
Turn started for Gunnar the Hound
12:28:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:28:20
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
12:28:20
SQ
Gunnar the Hound uses skill Thrust
12:28:20
SQ
Bandit Raider has died.
12:28:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:28:20
SQ
Turn started for Bjarne
12:28:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:28:23
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:28:23
SQ
Bjarne uses skill Cleave
12:28:25
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
12:28:25
SQ
Bjarne uses skill Cleave
12:28:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:28:25
SQ
Turn started for Palaemon the Oldguard
12:28:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:28:29
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
12:28:29
SQ
Palaemon the Oldguard uses skill Slash
12:28:30
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
12:28:30
SQ
Palaemon the Oldguard uses skill Slash
12:28:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:28:30
SQ
Turn started for Gerhard
12:28:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:28:33
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
12:28:33
SQ
Gerhard uses skill Thrust
12:28:35
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
12:28:35
SQ
Gerhard uses skill Thrust
12:28:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:28:35
SQ
Turn started for Alantyr the Swift
12:28:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:28:41
SQ
INFO: Next round issued: 3
12:28:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:28:42
SQ
Turn started for Bandit Marksman
12:28:42
SQ
*
12:28:42
SQ
* Bandit Marksman: Starting turn.
12:28:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:28:42
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
12:28:42
SQ
-> Behaviors to pick from:
Engage.Ranged (322.222)(*), Attack.Bow (44.4482), Idle (1), Defend.Rotation (0), Retreat (0), BreakFree (0), Reload (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Defend (0)
Engage.Ranged (322.222)(*), Attack.Bow (44.4482), Idle (1), Defend.Rotation (0), Retreat (0), BreakFree (0), Reload (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Defend (0)
12:28:42
SQ
-> Behavior picked: Engage.Ranged (322.222)
12:28:43
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Thorismund Balduric (visible)
12:28:45
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:28:45
SQ
-> Behaviors to pick from:
Attack.Bow (12.5175)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Reload (0), Defend (0), Attack.Default (0), Roam (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Defend.Rotation (0), Engage.Ranged (0)
Attack.Bow (12.5175)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Reload (0), Defend (0), Attack.Default (0), Roam (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Defend.Rotation (0), Engage.Ranged (0)
12:28:45
SQ
-> Behavior picked: Attack.Bow (12.5175)
12:28:45
SQ
* Bandit Marksman: Using Quick Shot against Svein!
12:28:45
SQ
Bandit Marksman uses skill Quick Shot
12:28:46
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:28:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), BreakFree (0), Reload (0), Engage.Ranged (0), Attack.Default (0), Roam (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Defend (0), BreakFree (0), Reload (0), Engage.Ranged (0), Attack.Default (0), Roam (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Bow (0)
12:28:46
SQ
-> Behavior picked: Idle (1)
12:28:46
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
12:28:46
SQ
* ---------------------------------------------------
12:28:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
12:28:47
SQ
Turn started for Bandit Raider
12:28:47
SQ
*
12:28:47
SQ
* Bandit Raider: Starting turn.
12:28:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
12:28:47
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Roam (0), Defend.Rotation (0), Attack.Split (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Attack.KnockOut (0)
SwitchTo.Melee (100)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Roam (0), Defend.Rotation (0), Attack.Split (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Attack.KnockOut (0)
12:28:47
SQ
-> Behavior picked: SwitchTo.Melee (100)
12:28:47
SQ
* Bandit Raider: Switching to melee weapon!
12:28:48
SQ
-> Behaviors to pick from:
Attack.Default (44.996)(*), Idle (1), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), Roam (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0)
Attack.Default (44.996)(*), Idle (1), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), Roam (0), Defend.Rotation (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0)
12:28:48
SQ
-> Behavior picked: Attack.Default (44.996)
12:28:48
SQ
* Bandit Raider: Using Flail against Winrich!
12:28:48
SQ
Bandit Raider uses skill Flail
12:28:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Rotation (0), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Flee (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Rotation (0), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Flee (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Default (0)
12:28:48
SQ
-> Behavior picked: Idle (1)
12:28:48
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:28:48
SQ
* ---------------------------------------------------
12:28:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:28:48
SQ
Turn started for Thorismund Balduric
12:28:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:28:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:28:54
SQ
Turn started for Gothart
12:28:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:28:58
SQ
Skill [Reload] removed from [Gothart].
12:28:58
UI
equip item: 55145388
12:29:03
SQ
[Gothart] executes skill [Rupture] on target [Bandit Raider]
12:29:03
SQ
Gothart uses skill Rupture
12:29:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:29:03
SQ
Turn started for Torleif
12:29:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:29:06
SQ
[Torleif] executes skill [Slash] on target [Bandit Raider]
12:29:06
SQ
Torleif uses skill Slash
12:29:06
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:29:08
SQ
[Torleif] executes skill [Slash] on target [Bandit Raider]
12:29:08
SQ
Torleif uses skill Slash
12:29:08
SQ
Bandit Raider has died.
12:29:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:29:08
SQ
Turn started for Svein
12:29:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:29:11
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
12:29:11
SQ
Svein uses skill Thrust
12:29:13
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
12:29:13
SQ
Svein uses skill Thrust
12:29:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:29:13
SQ
Turn started for Ragnar the Blade
12:29:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:29:16
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
12:29:16
SQ
Ragnar the Blade uses skill Impale
12:29:16
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:29:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:29:18
SQ
Turn started for Winrich
12:29:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:29:21
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
12:29:21
SQ
Winrich uses skill Slash
12:29:26
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
12:29:26
SQ
Winrich uses skill Slash
12:29:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:29:26
SQ
Turn started for Alantyr the Swift
12:29:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:29:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:29:32
SQ
Turn started for Gunnar the Hound
12:29:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:29:39
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
12:29:39
SQ
Gunnar the Hound uses skill Thrust
12:29:39
SQ
Bandit Raider has died.
12:29:41
Resource
Loading: music/bandits_01.music
12:29:41
Resource
Unloading: music/bandits_02.music
12:29:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:29:41
SQ
Turn started for Palaemon the Oldguard
12:29:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:29:48
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
12:29:48
SQ
Palaemon the Oldguard uses skill Slash
12:29:48
SQ
Bandit Raider has died.
12:29:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: false)
12:29:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:29:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:29:51
SQ
Turn started for Gerhard
12:29:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:29:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:29:54
SQ
Turn started for Bjarne
12:29:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:29:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:29:57
SQ
Turn started for Alfgeir
12:29:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:30:01
SQ
INFO: Next round issued: 4
12:30:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:30:01
SQ
Turn started for Bandit Marksman
12:30:01
SQ
*
12:30:01
SQ
* Bandit Marksman: Starting turn.
12:30:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:30:01
SQ
defensive score: 20.5714
12:30:01
SQ
defensive threshold: 2.72727
12:30:01
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
12:30:01
SQ
-> Behaviors to pick from:
Retreat (1238.89)(*), Engage.Ranged (488.889)(*), Attack.Bow (90.9865), Idle (1), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0), BreakFree (0)
Retreat (1238.89)(*), Engage.Ranged (488.889)(*), Attack.Bow (90.9865), Idle (1), Reload (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0), BreakFree (0)
12:30:01
SQ
-> Behavior picked: Retreat (1238.89)
12:30:02
SQ
* Bandit Marksman: Retreating.
12:30:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:30:03
SQ
Turn started for Thorismund Balduric
12:30:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:30:05
SQ
Skill [Hidden] removed from [Thorismund Balduric].
12:30:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:30:06
SQ
Turn started for Gothart
12:30:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:30:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:30:10
SQ
Turn started for Ragnar the Blade
12:30:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:30:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:30:14
SQ
Turn started for Alantyr the Swift
12:30:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:30:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:30:22
SQ
Turn started for Svein
12:30:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:30:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:30:26
SQ
Turn started for Torleif
12:30:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:30:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:30:29
SQ
Turn started for Gunnar the Hound
12:30:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:30:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:30:32
SQ
Turn started for Gerhard
12:30:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:30:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:30:33
SQ
Turn started for Palaemon the Oldguard
12:30:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:30:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:30:37
SQ
Turn started for Winrich
12:30:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:30:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:30:39
SQ
Turn started for Bjarne
12:30:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:30:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:30:41
SQ
Turn started for Alfgeir
12:30:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:30:45
SQ
INFO: Next round issued: 5
12:30:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:30:46
SQ
Turn started for Bandit Marksman
12:30:46
SQ
*
12:30:46
SQ
* Bandit Marksman: Starting turn.
12:30:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:30:46
SQ
defensive score: 20.5714
12:30:46
SQ
defensive threshold: 2.72727
12:30:46
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
12:30:46
SQ
-> Behaviors to pick from:
Retreat (1238.89)(*), Engage.Ranged (266.667), Attack.Bow (120.477), Idle (1), Reload (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), Attack.Default (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
Retreat (1238.89)(*), Engage.Ranged (266.667), Attack.Bow (120.477), Idle (1), Reload (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), Attack.Default (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
12:30:46
SQ
-> Behavior picked: Retreat (1238.89)
12:30:46
SQ
* Bandit Marksman: Retreating.
12:30:46
SQ
Skill [Hidden] removed from [Bandit Marksman].
12:30:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:30:46
SQ
Turn started for Ragnar the Blade
12:30:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:30:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:30:53
SQ
Turn started for Thorismund Balduric
12:30:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:30:55
SQ
Skill [Hidden] removed from [Thorismund Balduric].
12:30:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:30:59
SQ
Turn started for Svein
12:30:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:31:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:31:01
SQ
Turn started for Gothart
12:31:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:31:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:31:06
SQ
Turn started for Torleif
12:31:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:31:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:31:08
SQ
Turn started for Gerhard
12:31:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:31:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:31:09
SQ
Turn started for Alantyr the Swift
12:31:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:31:22
SQ
Skill [Hidden] removed from [Alantyr the Swift].
12:31:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:31:23
SQ
Turn started for Winrich
12:31:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:31:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:31:25
SQ
Turn started for Bjarne
12:31:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:31:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:31:26
SQ
Turn started for Gunnar the Hound
12:31:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:31:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:31:27
SQ
Turn started for Alfgeir
12:31:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:31:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:31:28
SQ
Turn started for Palaemon the Oldguard
12:31:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:31:32
SQ
INFO: Next round issued: 6
12:31:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:31:32
SQ
Turn started for Ragnar the Blade
12:31:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:31:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
12:31:35
SQ
Turn started for Bandit Marksman
12:31:35
SQ
*
12:31:35
SQ
* Bandit Marksman: Starting turn.
12:31:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
12:31:35
SQ
defensive score: 20.5714
12:31:35
SQ
defensive threshold: 2.72727
12:31:35
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
12:31:35
SQ
-> Behaviors to pick from:
Retreat (1238.89)(*), Engage.Ranged (280), Attack.Bow (95.1482), Idle (1), Reload (0), Attack.Default (0), Roam (0), Defend (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0)
Retreat (1238.89)(*), Engage.Ranged (280), Attack.Bow (95.1482), Idle (1), Reload (0), Attack.Default (0), Roam (0), Defend (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0)
12:31:35
SQ
-> Behavior picked: Retreat (1238.89)
12:31:35
SQ
* Bandit Marksman: Retreating.
12:31:35
SQ
Skill [Hidden] removed from [Bandit Marksman].
12:31:36
SQ
* Bandit Marksman: Retreated!
12:31:36
Resource
Unloading: gfx/orientation_overlay.png
12:31:36
SQ
Skill [Hidden] removed from [Svein].
12:31:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:31:37
SQ
Turn started for Svein
12:31:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:31:40
Resource
Loading: music/victory_01.music
12:31:40
Resource
Unloading: music/bandits_01.music
12:31:50
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:31:50
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:31:50
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
12:31:50
SQ
World::onCombatFinished
12:31:50
SQ
TacticalState::onFinish
12:31:50
Resource
Unloading: gfx/object_0.png
12:31:50
Resource
Unloading: gfx/detail.png
12:31:50
Resource
Unloading Resource Package "Temporary Tactical Resources".
12:31:50
UI
IngameMenuScreen::UNREGISTER
12:31:50
UI
MainMenuModule::UNREGISTER
12:31:50
UI
LoadCampaignMenuModule::UNREGISTER
12:31:50
UI
SaveCampaignMenuModule::UNREGISTER
12:31:50
UI
OptionsMenuModule::UNREGISTER
12:31:50
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:31:50
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:31:50
UI
OptionsMenuModuleControlsPanel::UNREGISTER
12:31:50
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
12:31:50
UI
TacticalFleeScreen::UNREGISTER
12:31:50
UI
CharacterScreen::UNREGISTER
12:31:50
UI
CharacterScreenLeftPanelModule::UNREGISTER
12:31:50
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
12:31:50
UI
CharacterScreenPaperdollModule::UNREGISTER
12:31:50
UI
CharacterScreenSkillsModule::UNREGISTER
12:31:50
UI
CharacterScreenStatsModule::UNREGISTER
12:31:50
UI
CharacterScreenRightPanelModule::UNREGISTER
12:31:50
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
12:31:50
UI
CharacterScreenInventoryListModule::UNREGISTER
12:31:50
UI
CharacterScreenPerksModule::UNREGISTER
12:31:50
UI
CharacterScreenBrothersListModule::UNREGISTER
12:31:50
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
12:31:50
UI
TacticalScreen::UNREGISTER
12:31:50
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
12:31:50
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
12:31:50
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
12:31:50
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
12:31:50
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
12:31:50
UI
TacticalCombatResultScreen::UNREGISTER
12:31:50
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
12:31:50
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
12:31:54
Resource
Loading: music/worldmap_03.music
12:31:54
Resource
Unloading: music/victory_01.music
12:31:57
SQ
contract added: contract.errant
12:32:02
SQ
Location entered: Schoenberg
12:32:06
Resource
Loading: music/village_01.music
12:32:06
Resource
Unloading: music/worldmap_03.music
12:32:56
Resource
Loading: music/worldmap_05.music
12:32:56
Resource
Unloading: music/village_01.music
12:33:48
UI
equip item: 53074746
12:33:51
UI
equip item: 54509105
12:33:53
UI
equip item: 54453464
12:33:55
UI
equip item: 54578138
12:34:05
SQ
Save campaign: Hawksmoor's Hellions
12:34:06
Scene
Finished saving scene.
12:34:10
SQ
Location entered: Schoenberg
12:34:13
SQ
contract activated: contract.destroy_inactive_location
12:34:14
Resource
Loading: music/village_01.music
12:34:14
Resource
Unloading: music/worldmap_05.music
12:34:18
Resource
Loading: music/worldmap_06.music
12:34:18
Resource
Unloading: music/village_01.music
12:34:27
SQ
contract added: contract.errant
12:34:37
SQ
contract added: contract.destroy_inactive_location
12:34:52
SQ
contract added: contract.errant
12:34:57
SQ
Location entered: Many Knives Hideout
12:35:10
SQ
contract added: contract.destroy_inactive_location
12:35:24
SQ
Location entered: Many Knives Hideout
12:35:26
SQ
Save campaign: autosave
12:35:27
Scene
Finished saving scene.
12:35:28
SQ
WorldState::onHide
12:35:28
UI
CharacterScreen::REGISTER
12:35:28
UI
CharacterScreenLeftPanelModule::REGISTER
12:35:28
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
12:35:28
UI
CharacterScreenPaperdollModule::REGISTER
12:35:28
UI
CharacterScreenSkillsModule::REGISTER
12:35:28
UI
CharacterScreenStatsModule::REGISTER
12:35:28
UI
CharacterScreenRightPanelModule::REGISTER
12:35:28
UI
CharacterScreenRightPanelHeaderModule::REGISTER
12:35:28
UI
CharacterScreenInventoryListModule::REGISTER
12:35:28
UI
CharacterScreenPerksModule::REGISTER
12:35:28
UI
CharacterScreenBrothersListModule::REGISTER
12:35:28
UI
CharacterScreenBattleStartFooterModule::REGISTER
12:35:28
UI
TacticalFleeScreen::REGISTER
12:35:28
UI
IngameMenuScreen::REGISTER
12:35:28
UI
MainMenuModule::REGISTER
12:35:28
UI
LoadCampaignMenuModule::REGISTER
12:35:28
UI
SaveCampaignMenuModule::REGISTER
12:35:28
UI
OptionsMenuModule::REGISTER
12:35:28
UI
OptionsMenuModuleVideoPanel::REGISTER
12:35:28
UI
OptionsMenuModuleAudioPanel::REGISTER
12:35:28
UI
OptionsMenuModuleControlsPanel::REGISTER
12:35:28
UI
OptionsMenuModuleGameplayPanel::REGISTER
12:35:28
UI
TacticalCombatResultScreen::REGISTER
12:35:28
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
12:35:28
UI
TacticalCombatResultScreenLootPanel::REGISTER
12:35:28
UI
TacticalScreen::REGISTER
12:35:28
UI
TacticalScreenTurnSequenceBarModule::REGISTER
12:35:28
UI
TacticalScreenOrientationOverlayModule::REGISTER
12:35:28
UI
TacticalScreenTopbarEventLogModule::REGISTER
12:35:28
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
12:35:28
UI
TacticalScreenTopbarOptionsModule::REGISTER
12:35:28
Resource
Loading: gfx/detail.png
12:35:28
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
12:35:28
Resource
Loading: gfx/object_0.png
12:35:29
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
12:35:29
Resource
Loading: gfx/entity_2.png
12:35:29
Texture
Texture "gfx/entity_2.png" (ID: 16) took up approximately 10922kb in video memory.
12:35:29
Resource
Loading: gfx/orientation_overlay.png
12:35:29
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
12:35:29
SQ
TACTICAL: STASH LOCKED: true
12:35:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:35:29
SQ
Turn started for Goblin Ambusher
12:35:29
SQ
*
12:35:29
SQ
* Goblin Ambusher: Starting turn.
12:35:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:35:29
SQ
INFO: Next round issued: 1
12:35:29
Resource
Started loading Resource Package "Temporary Tactical Resources".
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_00.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_01.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_02.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_03.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_04.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_05.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_06.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_07.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_08.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_09.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_10.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_hurt_11.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_00.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_01.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_02.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_03.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_04.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_05.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_06.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_07.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_death_08.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_flee_00.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_flee_01.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_flee_02.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_flee_03.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_flee_04.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_flee_05.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_00.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_01.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_02.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_03.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_04.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_05.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_06.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_07.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_08.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_09.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_10.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_11.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_12.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_13.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_idle_14.wav
12:35:29
Resource
Loading: sounds/combat/throw_net_01.wav
12:35:29
Resource
Loading: sounds/combat/throw_net_02.wav
12:35:29
Resource
Loading: sounds/combat/break_free_net_01.wav
12:35:29
Resource
Loading: sounds/combat/break_free_net_02.wav
12:35:29
Resource
Loading: sounds/combat/break_free_net_03.wav
12:35:29
Resource
Loading: sounds/combat/rupture_blood_01.wav
12:35:29
Resource
Loading: sounds/combat/rupture_blood_02.wav
12:35:29
Resource
Loading: sounds/combat/rupture_blood_03.wav
12:35:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:35:29
Resource
Loading: sounds/combat/repel_hit_01.wav
12:35:29
Resource
Loading: sounds/combat/repel_hit_02.wav
12:35:29
Resource
Loading: sounds/combat/repel_hit_03.wav
12:35:29
Resource
Loading: sounds/combat/poison_applied_01.wav
12:35:29
Resource
Loading: sounds/combat/poison_applied_02.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_whip_00.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_whip_01.wav
12:35:29
Resource
Loading: sounds/enemies/goblin_whip_02.wav
12:35:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:35:29
SQ
defensive score: 3
12:35:29
SQ
defensive threshold: 2.71955
12:35:29
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:35:29
SQ
-> Behavior picked: Defend (90)
12:35:29
SQ
* Goblin Ambusher: Going for defensive position.
12:35:29
SQ
defensive score: 3
12:35:29
SQ
defensive threshold: 2.71955
12:35:29
SQ
-> Behaviors to pick from:
Attack.Bow (18.1967)(*), Defend (11.25)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
Attack.Bow (18.1967)(*), Defend (11.25)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
12:35:29
SQ
-> Behavior picked: Attack.Bow (18.1967)
12:35:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:35:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:35:30
SQ
* Goblin Ambusher: Using Quick Shot against Svein!
12:35:30
SQ
Goblin Ambusher uses skill Quick Shot
12:35:32
SQ
defensive score: 3
12:35:32
SQ
defensive threshold: 2.71955
12:35:32
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Roam (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Roam (0), Attack.Bow (0)
12:35:32
SQ
-> Behavior picked: Idle (1)
12:35:32
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:35:32
SQ
* ---------------------------------------------------
12:35:32
Resource
Loading: music/goblins_01.music
12:35:32
Resource
Unloading: music/worldmap_06.music
12:35:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:35:32
SQ
Turn started for Goblin Ambusher
12:35:33
SQ
*
12:35:33
SQ
* Goblin Ambusher: Starting turn.
12:35:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:35:33
SQ
defensive score: 3
12:35:33
SQ
defensive threshold: 2.71955
12:35:33
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:35:33
SQ
-> Behavior picked: Defend (90)
12:35:33
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:35:33
SQ
* Goblin Ambusher: Waiting until others have moved!
12:35:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:35:33
SQ
Turn started for Goblin Ambusher
12:35:33
SQ
*
12:35:33
SQ
* Goblin Ambusher: Starting turn.
12:35:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:35:33
SQ
defensive score: 3
12:35:33
SQ
defensive threshold: 2.71955
12:35:33
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:35:33
SQ
-> Behavior picked: Defend (90)
12:35:33
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:35:33
SQ
* Goblin Ambusher: Waiting until others have moved!
12:35:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:35:34
SQ
Turn started for Goblin Ambusher
12:35:34
SQ
*
12:35:34
SQ
* Goblin Ambusher: Starting turn.
12:35:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:35:34
SQ
defensive score: 3
12:35:34
SQ
defensive threshold: 2.71955
12:35:34
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:35:34
SQ
-> Behavior picked: Defend (90)
12:35:34
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:35:34
SQ
* Goblin Ambusher: Waiting until others have moved!
12:35:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:34
SQ
Turn started for Goblin Skirmisher
12:35:34
SQ
*
12:35:34
SQ
* Goblin Skirmisher: Starting turn.
12:35:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:35
SQ
defensive score: 3
12:35:35
SQ
defensive threshold: 2.71955
12:35:35
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:35:35
SQ
-> Behavior picked: Defend (90)
12:35:35
SQ
* Goblin Skirmisher: Going for defensive position.
12:35:35
SQ
defensive score: 3
12:35:35
SQ
defensive threshold: 2.71955
12:35:35
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
12:35:35
SQ
-> Behavior picked: Defend (22.5)
12:35:35
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:35
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:35
SQ
Turn started for Goblin Skirmisher
12:35:35
SQ
*
12:35:35
SQ
* Goblin Skirmisher: Starting turn.
12:35:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:35
SQ
defensive score: 3
12:35:35
SQ
defensive threshold: 2.71955
12:35:35
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:35:35
SQ
-> Behavior picked: Defend (90)
12:35:35
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:35
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:36
SQ
Turn started for Goblin Skirmisher
12:35:36
SQ
*
12:35:36
SQ
* Goblin Skirmisher: Starting turn.
12:35:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:36
SQ
defensive score: 3
12:35:36
SQ
defensive threshold: 2.71955
12:35:36
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:35:36
SQ
-> Behavior picked: Defend (90)
12:35:36
SQ
* Goblin Skirmisher: Going for defensive position.
12:35:36
SQ
defensive score: 3
12:35:36
SQ
defensive threshold: 2.71955
12:35:36
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (172.2)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
12:35:36
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:35:36
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:35:36
SQ
defensive score: 3
12:35:36
SQ
defensive threshold: 2.71955
12:35:36
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:35:36
SQ
-> Behavior picked: Defend (22.5)
12:35:36
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:36
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:36
SQ
Turn started for Goblin Skirmisher
12:35:36
SQ
*
12:35:36
SQ
* Goblin Skirmisher: Starting turn.
12:35:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:37
SQ
defensive score: 3
12:35:37
SQ
defensive threshold: 2.71955
12:35:37
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:35:37
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:35:37
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:35:37
SQ
defensive score: 3
12:35:37
SQ
defensive threshold: 2.71955
12:35:37
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:35:37
SQ
-> Behavior picked: Defend (90)
12:35:37
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:37
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:37
SQ
Turn started for Goblin Skirmisher
12:35:37
SQ
*
12:35:37
SQ
* Goblin Skirmisher: Starting turn.
12:35:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:37
SQ
defensive score: 3
12:35:37
SQ
defensive threshold: 2.71955
12:35:37
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:35:37
SQ
-> Behavior picked: Defend (90)
12:35:37
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:37
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:38
SQ
Turn started for Goblin Skirmisher
12:35:38
SQ
*
12:35:38
SQ
* Goblin Skirmisher: Starting turn.
12:35:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:38
SQ
defensive score: 3
12:35:38
SQ
defensive threshold: 2.71955
12:35:38
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:35:38
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:35:38
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:35:38
SQ
defensive score: 3
12:35:38
SQ
defensive threshold: 2.71955
12:35:38
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:35:38
SQ
-> Behavior picked: Defend (90)
12:35:38
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:38
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:38
SQ
Turn started for Goblin Skirmisher
12:35:38
SQ
*
12:35:38
SQ
* Goblin Skirmisher: Starting turn.
12:35:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:39
SQ
defensive score: 3
12:35:39
SQ
defensive threshold: 2.71955
12:35:39
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:35:39
SQ
-> Behavior picked: Defend (90)
12:35:39
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:39
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:39
SQ
Turn started for Goblin Skirmisher
12:35:39
SQ
*
12:35:39
SQ
* Goblin Skirmisher: Starting turn.
12:35:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:39
SQ
defensive score: 3
12:35:39
SQ
defensive threshold: 2.71955
12:35:39
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:35:39
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:35:39
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:35:39
SQ
defensive score: 3
12:35:39
SQ
defensive threshold: 2.71955
12:35:39
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:35:39
SQ
-> Behavior picked: Defend (90)
12:35:39
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:39
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:40
SQ
Turn started for Goblin Skirmisher
12:35:40
SQ
*
12:35:40
SQ
* Goblin Skirmisher: Starting turn.
12:35:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:40
SQ
defensive score: 3
12:35:40
SQ
defensive threshold: 2.71955
12:35:40
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:35:40
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:35:40
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:35:40
SQ
defensive score: 3
12:35:40
SQ
defensive threshold: 2.71955
12:35:40
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:35:40
SQ
-> Behavior picked: Defend (90)
12:35:40
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:40
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:40
SQ
Turn started for Goblin Skirmisher
12:35:40
SQ
*
12:35:40
SQ
* Goblin Skirmisher: Starting turn.
12:35:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:41
SQ
defensive score: 3
12:35:41
SQ
defensive threshold: 2.71955
12:35:41
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:35:41
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:35:41
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:35:41
SQ
defensive score: 3
12:35:41
SQ
defensive threshold: 2.71955
12:35:41
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:35:41
SQ
-> Behavior picked: Defend (90)
12:35:41
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:41
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:35:41
SQ
Turn started for Goblin Skirmisher
12:35:41
SQ
*
12:35:41
SQ
* Goblin Skirmisher: Starting turn.
12:35:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:35:41
SQ
defensive score: 3
12:35:41
SQ
defensive threshold: 2.71955
12:35:41
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:35:41
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:35:41
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:35:41
SQ
defensive score: 3
12:35:41
SQ
defensive threshold: 2.71955
12:35:41
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:35:41
SQ
-> Behavior picked: Defend (90)
12:35:41
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:35:41
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:35:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:35:42
SQ
Turn started for Ragnar the Blade
12:35:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:36:02
UI
equip item: 50942841
12:36:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:36:15
SQ
Turn started for Torleif
12:36:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:36:24
UI
equip item: 49791828
12:36:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:36:27
SQ
Turn started for Thorismund Balduric
12:36:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:36:34
UI
equip item: 51428353
12:36:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:36:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:36:48
SQ
[Svein] executes skill [Spearwall] on target [Svein]
12:36:48
SQ
Svein uses skill Spearwall
12:36:48
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
12:36:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:36:49
SQ
Turn started for Gothart
12:36:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:36:54
UI
equip item: 55145388
12:36:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:36:56
SQ
Turn started for Goblin Overseer
12:36:56
SQ
*
12:36:56
SQ
* Goblin Overseer: Starting turn.
12:36:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:36:56
SQ
defensive score: 3
12:36:56
SQ
defensive threshold: 2.71955
12:36:56
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Roam (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), BreakFree (0), Flee (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Roam (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), BreakFree (0), Flee (0)
12:36:56
SQ
-> Behavior picked: BoostMorale (105)
12:36:56
SQ
Goblin Overseer uses skill Whip
12:36:56
SQ
defensive score: 3
12:36:56
SQ
defensive threshold: 2.71955
12:36:56
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0)
12:36:56
SQ
-> Behavior picked: BoostMorale (105)
12:36:56
SQ
Goblin Overseer uses skill Whip
12:36:56
SQ
defensive score: 3
12:36:56
SQ
defensive threshold: 2.71955
12:36:56
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0)
12:36:56
SQ
-> Behavior picked: BoostMorale (105)
12:36:56
SQ
Goblin Overseer uses skill Whip
12:36:56
SQ
defensive score: 3
12:36:56
SQ
defensive threshold: 2.71955
12:36:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Reload (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), BoostMorale (0)
Idle (1)(*), Retreat (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Reload (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), BoostMorale (0)
12:36:56
SQ
-> Behavior picked: Idle (1)
12:36:56
SQ
* Goblin Overseer: Ending Turn with 0 of 9 AP left.
12:36:56
SQ
* ---------------------------------------------------
12:36:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:36:57
SQ
Turn started for Gunnar the Hound
12:36:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:37:06
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
12:37:06
SQ
Gunnar the Hound uses skill Spearwall
12:37:06
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
12:37:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:37:06
SQ
Turn started for Gerhard
12:37:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:37:10
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
12:37:10
SQ
Gerhard uses skill Spearwall
12:37:10
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
12:37:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:37:10
SQ
Turn started for Alantyr the Swift
12:37:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:37:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:37:18
SQ
Turn started for Alfgeir
12:37:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:37:22
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
12:37:22
SQ
Alfgeir uses skill Spearwall
12:37:22
UI
ERROR: Failed to query entity skills data for entity (31518). Reason: Invalid result.
12:37:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:37:23
SQ
Turn started for Bjarne
12:37:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:37:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:37:28
SQ
Turn started for Palaemon the Oldguard
12:37:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:37:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:37:32
SQ
Turn started for Winrich
12:37:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:37:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:37:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:37:35
SQ
defensive score: 3
12:37:35
SQ
defensive threshold: 2.71955
12:37:35
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
12:37:35
SQ
-> Behavior picked: Defend (22.5)
12:37:35
SQ
* Goblin Ambusher: Holding defensive position.
12:37:35
SQ
defensive score: 3
12:37:35
SQ
defensive threshold: 2.71955
12:37:35
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
12:37:35
SQ
-> Behavior picked: Idle (50)
12:37:35
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:37:35
SQ
* ---------------------------------------------------
12:37:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:37:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:37:35
SQ
defensive score: 3
12:37:35
SQ
defensive threshold: 2.71955
12:37:35
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
12:37:35
SQ
-> Behavior picked: Defend (22.5)
12:37:35
SQ
* Goblin Ambusher: Holding defensive position.
12:37:35
SQ
defensive score: 3
12:37:35
SQ
defensive threshold: 2.71955
12:37:35
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
12:37:35
SQ
-> Behavior picked: Idle (50)
12:37:35
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:37:35
SQ
* ---------------------------------------------------
12:37:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:37:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:37:36
SQ
defensive score: 3
12:37:36
SQ
defensive threshold: 2.71955
12:37:36
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
12:37:36
SQ
-> Behavior picked: Defend (22.5)
12:37:36
SQ
* Goblin Ambusher: Holding defensive position.
12:37:36
SQ
defensive score: 3
12:37:36
SQ
defensive threshold: 2.71955
12:37:36
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
12:37:36
SQ
-> Behavior picked: Idle (50)
12:37:36
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:37:36
SQ
* ---------------------------------------------------
12:37:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:37
SQ
defensive score: 3
12:37:37
SQ
defensive threshold: 2.71955
12:37:37
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0)
12:37:37
SQ
-> Behavior picked: Defend (22.5)
12:37:37
SQ
* Goblin Skirmisher: Holding defensive position.
12:37:37
SQ
defensive score: 3
12:37:37
SQ
defensive threshold: 2.71955
12:37:37
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Melee (0), Defend.Shieldwall (0), Retreat (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0), Defend (0)
Idle (50)(*), Engage.Melee (0), Defend.Shieldwall (0), Retreat (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0), Defend (0)
12:37:37
SQ
-> Behavior picked: Idle (50)
12:37:37
SQ
* Goblin Skirmisher: Ending Turn with 5 of 9 AP left.
12:37:37
SQ
* ---------------------------------------------------
12:37:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:37
SQ
defensive score: 3
12:37:37
SQ
defensive threshold: 2.71955
12:37:37
SQ
-> Behaviors to pick from:
Defend.Spearwall (154.517)(*), Defend.Shieldwall (59.8904)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
Defend.Spearwall (154.517)(*), Defend.Shieldwall (59.8904)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
12:37:37
SQ
-> Behavior picked: Defend.Spearwall (154.517)
12:37:37
SQ
* Goblin Skirmisher: Using Spearwall!
12:37:37
SQ
Goblin Skirmisher uses skill Spearwall
12:37:37
SQ
defensive score: 3
12:37:37
SQ
defensive threshold: 2.71955
12:37:37
SQ
-> Behaviors to pick from:
Defend.Shieldwall (57.4513)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
Defend.Shieldwall (57.4513)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
12:37:37
SQ
-> Behavior picked: Defend.Shieldwall (57.4513)
12:37:37
SQ
* Goblin Skirmisher: Using Shieldwall!
12:37:37
SQ
Goblin Skirmisher uses skill Shieldwall
12:37:37
SQ
defensive score: 3
12:37:37
SQ
defensive threshold: 2.71955
12:37:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Shieldwall (0)
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Shieldwall (0)
12:37:37
SQ
-> Behavior picked: Idle (1)
12:37:37
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:37:37
SQ
* ---------------------------------------------------
12:37:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:38
SQ
defensive score: 3
12:37:38
SQ
defensive threshold: 2.71955
12:37:38
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
12:37:38
SQ
-> Behavior picked: Defend (22.5)
12:37:38
SQ
* Goblin Skirmisher: Holding defensive position.
12:37:38
SQ
defensive score: 3
12:37:38
SQ
defensive threshold: 2.71955
12:37:38
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.SplitShield (0), BreakFree (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.SplitShield (0), BreakFree (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend (0)
12:37:38
SQ
-> Behavior picked: Idle (50)
12:37:38
SQ
* Goblin Skirmisher: Ending Turn with 5 of 9 AP left.
12:37:38
SQ
* ---------------------------------------------------
12:37:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:39
SQ
defensive score: 3
12:37:39
SQ
defensive threshold: 2.71955
12:37:39
SQ
-> Behaviors to pick from:
Attack.Default (12.4682)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (12.4682)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:37:39
SQ
-> Behavior picked: Attack.Default (12.4682)
12:37:39
SQ
* Goblin Skirmisher: Using Throw Bola against Gerhard!
12:37:39
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:39
Resource
Loading: sounds/combat/throw_ball_03.wav
12:37:39
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:37:40
SQ
defensive score: 3
12:37:40
SQ
defensive threshold: 2.71955
12:37:40
SQ
-> Behaviors to pick from:
Attack.Default (12.3589)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
Attack.Default (12.3589)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
12:37:40
SQ
-> Behavior picked: Attack.Default (12.3589)
12:37:40
SQ
* Goblin Skirmisher: Using Throw Bola against Gerhard!
12:37:40
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:40
Resource
Loading: sounds/combat/throw_ball_03.wav
12:37:41
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:37:41
SQ
defensive score: 3
12:37:41
SQ
defensive threshold: 2.71955
12:37:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
12:37:41
SQ
-> Behavior picked: Idle (1)
12:37:41
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:37:41
SQ
* ---------------------------------------------------
12:37:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:42
SQ
defensive score: 3
12:37:42
SQ
defensive threshold: 2.71955
12:37:42
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (428.489)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (428.489)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
12:37:42
SQ
-> Behavior picked: SwitchTo.Ranged (428.489)
12:37:42
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:37:42
SQ
defensive score: 3
12:37:42
SQ
defensive threshold: 2.71955
12:37:42
SQ
-> Behaviors to pick from:
Attack.Default (14.7726)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Attack.Default (14.7726)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:37:42
SQ
-> Behavior picked: Attack.Default (14.7726)
12:37:42
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:37:42
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:42
Resource
Loading: sounds/combat/throw_ball_01.wav
12:37:43
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:37:43
SQ
defensive score: 3
12:37:43
SQ
defensive threshold: 2.71955
12:37:43
SQ
-> Behaviors to pick from:
Attack.Default (14.6554)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
Attack.Default (14.6554)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
12:37:43
SQ
-> Behavior picked: Attack.Default (14.6554)
12:37:43
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:37:43
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:43
Resource
Loading: sounds/combat/throw_ball_02.wav
12:37:44
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:37:45
SQ
defensive score: 3
12:37:45
SQ
defensive threshold: 2.71955
12:37:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Puncture (0), BreakFree (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.Puncture (0), BreakFree (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0)
12:37:45
SQ
-> Behavior picked: Idle (1)
12:37:45
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:37:45
SQ
* ---------------------------------------------------
12:37:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:45
SQ
defensive score: 3
12:37:45
SQ
defensive threshold: 2.71955
12:37:45
SQ
-> Behaviors to pick from:
Attack.Default (14.5238)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (14.5238)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:37:45
SQ
-> Behavior picked: Attack.Default (14.5238)
12:37:45
SQ
* Goblin Skirmisher: Using Throw Bola against Bjarne!
12:37:45
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:45
Resource
Loading: sounds/combat/throw_ball_01.wav
12:37:46
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:37:46
SQ
defensive score: 3
12:37:46
SQ
defensive threshold: 2.71955
12:37:47
SQ
-> Behaviors to pick from:
Attack.Default (14.4058)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
Attack.Default (14.4058)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
12:37:47
SQ
-> Behavior picked: Attack.Default (14.4058)
12:37:47
SQ
* Goblin Skirmisher: Using Throw Bola against Bjarne!
12:37:47
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:47
Resource
Loading: sounds/combat/throw_ball_02.wav
12:37:47
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:37:48
SQ
defensive score: 3
12:37:48
SQ
defensive threshold: 2.71955
12:37:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
12:37:48
SQ
-> Behavior picked: Idle (1)
12:37:48
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:37:48
SQ
* ---------------------------------------------------
12:37:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:48
SQ
defensive score: 3
12:37:48
SQ
defensive threshold: 2.71955
12:37:49
SQ
-> Behaviors to pick from:
Defend.Spearwall (375.535)(*), Defend (22.5), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
Defend.Spearwall (375.535)(*), Defend (22.5), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
12:37:49
SQ
-> Behavior picked: Defend.Spearwall (375.535)
12:37:49
SQ
* Goblin Skirmisher: Using Spearwall!
12:37:49
SQ
Goblin Skirmisher uses skill Spearwall
12:37:49
SQ
defensive score: 3
12:37:49
SQ
defensive threshold: 2.71955
12:37:49
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
12:37:49
SQ
-> Behavior picked: Defend (22.5)
12:37:49
SQ
* Goblin Skirmisher: Going for defensive position.
12:37:50
SQ
defensive score: 3
12:37:50
SQ
defensive threshold: 2.71955
12:37:50
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend (0)
Idle (1)(*), BreakFree (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend (0)
12:37:50
SQ
-> Behavior picked: Idle (1)
12:37:50
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:37:50
SQ
* ---------------------------------------------------
12:37:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:51
SQ
defensive score: 3
12:37:51
SQ
defensive threshold: 2.71955
12:37:51
SQ
-> Behaviors to pick from:
Attack.Default (14.5447)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (14.5447)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:37:51
SQ
-> Behavior picked: Attack.Default (14.5447)
12:37:51
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:37:51
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:51
Resource
Loading: sounds/combat/throw_ball_02.wav
12:37:52
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:37:52
SQ
defensive score: 3
12:37:52
SQ
defensive threshold: 2.71955
12:37:52
SQ
-> Behaviors to pick from:
Attack.Default (14.4139)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
Attack.Default (14.4139)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
12:37:52
SQ
-> Behavior picked: Attack.Default (14.4139)
12:37:52
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:37:52
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:52
Resource
Loading: sounds/combat/throw_ball_01.wav
12:37:53
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:37:54
SQ
defensive score: 3
12:37:54
SQ
defensive threshold: 2.71955
12:37:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
12:37:54
SQ
-> Behavior picked: Idle (1)
12:37:54
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:37:54
SQ
* ---------------------------------------------------
12:37:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:54
SQ
defensive score: 3
12:37:54
SQ
defensive threshold: 2.71955
12:37:54
SQ
-> Behaviors to pick from:
Attack.Default (14.7523)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (14.7523)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:37:54
SQ
-> Behavior picked: Attack.Default (14.7523)
12:37:54
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:37:54
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:54
Resource
Loading: sounds/combat/throw_ball_02.wav
12:37:55
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:37:55
SQ
defensive score: 3
12:37:55
SQ
defensive threshold: 2.71955
12:37:56
SQ
-> Behaviors to pick from:
Attack.Default (14.6262)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
Attack.Default (14.6262)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
12:37:56
SQ
-> Behavior picked: Attack.Default (14.6262)
12:37:56
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:37:56
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:56
Resource
Loading: sounds/combat/throw_ball_02.wav
12:37:56
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:37:57
SQ
defensive score: 3
12:37:57
SQ
defensive threshold: 2.71955
12:37:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
12:37:57
SQ
-> Behavior picked: Idle (1)
12:37:57
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:37:57
SQ
* ---------------------------------------------------
12:37:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:37:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:37:57
SQ
defensive score: 3
12:37:57
SQ
defensive threshold: 2.71955
12:37:57
SQ
-> Behaviors to pick from:
Attack.Default (14.7452)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (14.7452)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:37:57
SQ
-> Behavior picked: Attack.Default (14.7452)
12:37:58
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:37:58
SQ
Goblin Skirmisher uses skill Throw Bola
12:37:58
Resource
Loading: sounds/combat/throw_ball_02.wav
12:37:59
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:38:00
SQ
defensive score: 3
12:38:00
SQ
defensive threshold: 2.71955
12:38:00
SQ
-> Behaviors to pick from:
Attack.Default (14.616)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
Attack.Default (14.616)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
12:38:00
SQ
-> Behavior picked: Attack.Default (14.616)
12:38:00
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:38:00
SQ
Goblin Skirmisher uses skill Throw Bola
12:38:00
Resource
Loading: sounds/combat/throw_ball_03.wav
12:38:01
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:38:01
SQ
defensive score: 3
12:38:01
SQ
defensive threshold: 2.71955
12:38:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
12:38:01
SQ
-> Behavior picked: Idle (1)
12:38:01
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:38:01
SQ
* ---------------------------------------------------
12:38:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:38:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:38:02
SQ
defensive score: 3
12:38:02
SQ
defensive threshold: 2.71955
12:38:02
SQ
-> Behaviors to pick from:
Attack.Default (14.5447)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (14.5447)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:38:02
SQ
-> Behavior picked: Attack.Default (14.5447)
12:38:02
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:38:02
SQ
Goblin Skirmisher uses skill Throw Bola
12:38:02
Resource
Loading: sounds/combat/throw_ball_02.wav
12:38:03
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:38:05
SQ
defensive score: 3
12:38:05
SQ
defensive threshold: 2.71955
12:38:05
SQ
-> Behaviors to pick from:
Attack.Default (14.4139)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
Attack.Default (14.4139)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
12:38:05
SQ
-> Behavior picked: Attack.Default (14.4139)
12:38:05
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:38:05
SQ
Goblin Skirmisher uses skill Throw Bola
12:38:05
Resource
Loading: sounds/combat/throw_ball_01.wav
12:38:05
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:38:06
SQ
defensive score: 3
12:38:06
SQ
defensive threshold: 2.71955
12:38:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
12:38:06
SQ
-> Behavior picked: Idle (1)
12:38:06
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:38:06
SQ
* ---------------------------------------------------
12:38:06
SQ
INFO: Next round issued: 2
12:38:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:38:06
SQ
Turn started for Goblin Ambusher
12:38:06
SQ
*
12:38:06
SQ
* Goblin Ambusher: Starting turn.
12:38:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:38:07
SQ
defensive score: 3
12:38:07
SQ
defensive threshold: 2.71955
12:38:07
SQ
-> Behaviors to pick from:
Attack.Bow (49.2314)(*), Defend (11.25), Idle (1), Engage.Ranged (0), Attack.Default (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), BreakFree (0)
Attack.Bow (49.2314)(*), Defend (11.25), Idle (1), Engage.Ranged (0), Attack.Default (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), BreakFree (0)
12:38:07
SQ
-> Behavior picked: Attack.Bow (49.2314)
12:38:07
SQ
* Goblin Ambusher: Using Aimed Shot against Svein!
12:38:07
SQ
Goblin Ambusher uses skill Aimed Shot
12:38:10
SQ
defensive score: 3
12:38:10
SQ
defensive threshold: 2.71955
12:38:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Flee (0), Retreat (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend (0), BreakFree (0), Attack.Bow (0)
12:38:10
SQ
-> Behavior picked: Idle (1)
12:38:10
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:38:10
SQ
* ---------------------------------------------------
12:38:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:38:11
SQ
Turn started for Goblin Ambusher
12:38:11
SQ
*
12:38:11
SQ
* Goblin Ambusher: Starting turn.
12:38:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:38:11
SQ
defensive score: 3
12:38:11
SQ
defensive threshold: 2.71955
12:38:11
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
12:38:11
SQ
-> Behavior picked: Defend (90)
12:38:11
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:38:11
SQ
* Goblin Ambusher: Waiting until others have moved!
12:38:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:38:11
SQ
Turn started for Goblin Ambusher
12:38:11
SQ
*
12:38:11
SQ
* Goblin Ambusher: Starting turn.
12:38:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:38:12
SQ
defensive score: 3
12:38:12
SQ
defensive threshold: 2.71955
12:38:12
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
12:38:12
SQ
-> Behavior picked: Defend (90)
12:38:12
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:38:12
SQ
* Goblin Ambusher: Waiting until others have moved!
12:38:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:38:12
SQ
Turn started for Goblin Ambusher
12:38:12
SQ
*
12:38:12
SQ
* Goblin Ambusher: Starting turn.
12:38:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:38:12
SQ
defensive score: 3
12:38:12
SQ
defensive threshold: 2.71955
12:38:12
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
12:38:12
SQ
-> Behavior picked: Defend (90)
12:38:12
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:38:12
SQ
* Goblin Ambusher: Waiting until others have moved!
12:38:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:38:13
SQ
Turn started for Torleif
12:38:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:38:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:38:29
SQ
Turn started for Goblin Skirmisher
12:38:29
SQ
*
12:38:29
SQ
* Goblin Skirmisher: Starting turn.
12:38:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:38:29
SQ
defensive score: 2.8125
12:38:29
SQ
defensive threshold: 2.71955
12:38:29
SQ
-> Behaviors to pick from:
Defend.Spearwall (154.517)(*), Defend (90)(*), Attack.ThrowNet (88.9551)(*), Idle (1), Roam (0), Attack.Default (0), Attack.Puncture (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0)
Defend.Spearwall (154.517)(*), Defend (90)(*), Attack.ThrowNet (88.9551)(*), Idle (1), Roam (0), Attack.Default (0), Attack.Puncture (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0)
12:38:29
SQ
-> Behavior picked: Attack.ThrowNet (88.9551)
12:38:30
SQ
* Goblin Skirmisher: Using Throw Net against Torleif!
12:38:30
SQ
Goblin Skirmisher uses skill Throw Net
12:38:30
SQ
defensive score: 2.8125
12:38:30
SQ
defensive threshold: 2.71955
12:38:30
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Roam (0), Attack.Default (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Puncture (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0)
Defend (90)(*), Idle (1), Roam (0), Attack.Default (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Puncture (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0)
12:38:30
SQ
-> Behavior picked: Defend (90)
12:38:31
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:38:31
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:38:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:38:31
SQ
Turn started for Goblin Skirmisher
12:38:31
SQ
*
12:38:31
SQ
* Goblin Skirmisher: Starting turn.
12:38:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:38:31
SQ
defensive score: 2.8125
12:38:31
SQ
defensive threshold: 2.71955
12:38:31
SQ
-> Behaviors to pick from:
Attack.Default (21.3188)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Retreat (0)
Attack.Default (21.3188)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Retreat (0)
12:38:31
SQ
-> Behavior picked: Attack.Default (21.3188)
12:38:31
SQ
* Goblin Skirmisher: Using Throw Bola against Torleif!
12:38:31
SQ
Goblin Skirmisher uses skill Throw Bola
12:38:31
Resource
Loading: sounds/combat/throw_ball_03.wav
12:38:32
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:38:33
SQ
defensive score: 2.8125
12:38:33
SQ
defensive threshold: 2.71955
12:38:33
SQ
-> Behaviors to pick from:
Attack.Default (21.132)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Roam (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Retreat (0), Attack.Swing (0)
Attack.Default (21.132)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Roam (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Retreat (0), Attack.Swing (0)
12:38:33
SQ
-> Behavior picked: Attack.Default (21.132)
12:38:33
SQ
* Goblin Skirmisher: Using Throw Bola against Torleif!
12:38:33
SQ
Goblin Skirmisher uses skill Throw Bola
12:38:33
Resource
Loading: sounds/combat/throw_ball_01.wav
12:38:33
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:38:34
SQ
defensive score: 2.8125
12:38:34
SQ
defensive threshold: 2.71955
12:38:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Knockback (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Retreat (0), Attack.Swing (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Knockback (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Retreat (0), Attack.Swing (0), Attack.Default (0)
12:38:34
SQ
-> Behavior picked: Idle (1)
12:38:34
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:38:34
SQ
* ---------------------------------------------------
12:38:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:38:34
SQ
Turn started for Ragnar the Blade
12:38:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:38:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:38:41
SQ
Turn started for Thorismund Balduric
12:38:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:38:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:38:53
SQ
Turn started for Gothart
12:38:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:38:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:38:57
SQ
Turn started for Goblin Skirmisher
12:38:57
SQ
*
12:38:57
SQ
* Goblin Skirmisher: Starting turn.
12:38:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:38:58
SQ
-> Behaviors to pick from:
Attack.Default (25.89)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0)
Attack.Default (25.89)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0)
12:38:58
SQ
-> Behavior picked: Attack.Default (25.89)
12:38:59
SQ
* Goblin Skirmisher: Using Throw Bola against Ragnar the Blade!
12:38:59
SQ
Goblin Skirmisher uses skill Throw Bola
12:38:59
Resource
Loading: sounds/combat/throw_ball_03.wav
12:38:59
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:39:01
SQ
-> Behaviors to pick from:
SwitchTo.Melee (300)(*), Idle (1), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Roam (0), Attack.Split (0), Attack.Swing (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0)
SwitchTo.Melee (300)(*), Idle (1), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Roam (0), Attack.Split (0), Attack.Swing (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0)
12:39:01
SQ
-> Behavior picked: SwitchTo.Melee (300)
12:39:01
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:39:01
SQ
-> Behaviors to pick from:
Engage.Melee (100.686)(*), Idle (1), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0)
Engage.Melee (100.686)(*), Idle (1), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0)
12:39:01
SQ
-> Behavior picked: Engage.Melee (100.686)
12:39:01
SQ
* Goblin Skirmisher: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
12:39:02
SQ
* Goblin Skirmisher: Reached engage destination
12:39:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Attack.Split (0), Attack.Puncture (0), Roam (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Defend.Shieldwall (0), Attack.Split (0), Attack.Puncture (0), Roam (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0)
12:39:02
SQ
-> Behavior picked: Idle (1)
12:39:02
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:39:02
SQ
* ---------------------------------------------------
12:39:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:39:02
SQ
Turn started for Goblin Skirmisher
12:39:02
SQ
*
12:39:02
SQ
* Goblin Skirmisher: Starting turn.
12:39:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:39:02
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Default (30.1221), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
SwitchTo.Melee (200)(*), Attack.Default (30.1221), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
12:39:02
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:39:03
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:39:03
SQ
-> Behaviors to pick from:
Attack.Default (85.4991)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0)
Attack.Default (85.4991)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0)
12:39:03
SQ
-> Behavior picked: Attack.Default (85.4991)
12:39:03
SQ
* Goblin Skirmisher: Using Rupture against Torleif!
12:39:03
SQ
Goblin Skirmisher uses skill Rupture
12:39:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
12:39:03
SQ
-> Behavior picked: Idle (1)
12:39:03
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:39:03
SQ
* ---------------------------------------------------
12:39:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:39:04
SQ
Turn started for Goblin Overseer
12:39:04
SQ
*
12:39:04
SQ
* Goblin Overseer: Starting turn.
12:39:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:39:04
SQ
* Goblin Overseer: Considering improving position..
12:39:04
SQ
-> Behaviors to pick from:
BoostMorale (115)(*), Attack.Bow (59.0702)(*), Engage.Ranged (50)(*), Idle (1), Attack.Puncture (0), Reload (0), Roam (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0)
BoostMorale (115)(*), Attack.Bow (59.0702)(*), Engage.Ranged (50)(*), Idle (1), Attack.Puncture (0), Reload (0), Roam (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0)
12:39:04
SQ
-> Behavior picked: BoostMorale (115)
12:39:05
SQ
Goblin Overseer uses skill Whip
12:39:06
SQ
* Goblin Overseer: Considering improving position..
12:39:06
SQ
-> Behaviors to pick from:
BoostMorale (115)(*), Attack.Bow (59.0494)(*), Engage.Ranged (50)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), BreakFree (0), Reload (0), Retreat (0), Roam (0), SwitchTo.Ranged (0)
BoostMorale (115)(*), Attack.Bow (59.0494)(*), Engage.Ranged (50)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), BreakFree (0), Reload (0), Retreat (0), Roam (0), SwitchTo.Ranged (0)
12:39:06
SQ
-> Behavior picked: Engage.Ranged (50)
12:39:06
SQ
* Goblin Overseer: Engaging into firing range over 3 tiles at Thorismund Balduric (not visible)
12:39:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Attack.Bow (0), BreakFree (0), Reload (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), BoostMorale (0)
Idle (1)(*), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Attack.Bow (0), BreakFree (0), Reload (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), BoostMorale (0)
12:39:07
SQ
-> Behavior picked: Idle (1)
12:39:07
SQ
* Goblin Overseer: Ending Turn with 0 of 9 AP left.
12:39:07
SQ
* ---------------------------------------------------
12:39:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:39:07
SQ
Turn started for Goblin Skirmisher
12:39:07
SQ
*
12:39:07
SQ
* Goblin Skirmisher: Starting turn.
12:39:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:39:07
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Default (24.5958), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
SwitchTo.Melee (200)(*), Attack.Default (24.5958), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
12:39:07
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:39:08
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:39:08
SQ
-> Behaviors to pick from:
Attack.Default (74.4951)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0)
Attack.Default (74.4951)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0)
12:39:08
SQ
-> Behavior picked: Attack.Default (74.4951)
12:39:08
SQ
* Goblin Skirmisher: Using Rupture against Thorismund Balduric!
12:39:08
SQ
Goblin Skirmisher uses skill Rupture
12:39:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
12:39:08
SQ
-> Behavior picked: Idle (1)
12:39:08
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:39:08
SQ
* ---------------------------------------------------
12:39:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:39:08
SQ
Turn started for Winrich
12:39:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:39:18
SQ
[Winrich] executes skill [Slash] on target [Goblin Skirmisher]
12:39:18
SQ
Winrich uses skill Slash
12:39:18
SQ
Goblin Skirmisher has died.
12:39:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:39:24
SQ
Turn started for Goblin Skirmisher
12:39:24
SQ
*
12:39:24
SQ
* Goblin Skirmisher: Starting turn.
12:39:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:39:24
SQ
-> Behaviors to pick from:
Attack.Default (32.7475)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
Attack.Default (32.7475)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
12:39:24
SQ
-> Behavior picked: Attack.Default (32.7475)
12:39:25
SQ
* Goblin Skirmisher: Using Throw Bola against Torleif!
12:39:25
SQ
Goblin Skirmisher uses skill Throw Bola
12:39:25
Resource
Loading: sounds/combat/throw_ball_02.wav
12:39:25
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:39:26
SQ
-> Behaviors to pick from:
SwitchTo.Melee (300)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0)
SwitchTo.Melee (300)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0)
12:39:26
SQ
-> Behavior picked: SwitchTo.Melee (300)
12:39:26
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:39:26
SQ
-> Behaviors to pick from:
Engage.Melee (206.522)(*), Idle (1), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), Roam (0), Attack.ThrowNet (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0)
Engage.Melee (206.522)(*), Idle (1), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), Roam (0), Attack.ThrowNet (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0)
12:39:26
SQ
-> Behavior picked: Engage.Melee (206.522)
12:39:26
SQ
* Goblin Skirmisher: Engaging to melee range with Torleif (visible), accepted_distance=0
12:39:27
SQ
* Goblin Skirmisher: Reached engage destination
12:39:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.ThrowNet (0), Attack.SplitShield (0), Roam (0), Defend.Riposte (0), Defend (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Defend.Knockback (0), Attack.ThrowNet (0), Attack.SplitShield (0), Roam (0), Defend.Riposte (0), Defend (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0)
12:39:27
SQ
-> Behavior picked: Idle (1)
12:39:27
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:39:27
SQ
* ---------------------------------------------------
12:39:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:39:27
SQ
Turn started for Goblin Skirmisher
12:39:27
SQ
*
12:39:27
SQ
* Goblin Skirmisher: Starting turn.
12:39:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:39:28
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Default (27.8291), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
SwitchTo.Melee (200)(*), Attack.Default (27.8291), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
12:39:28
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:39:28
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:39:28
SQ
-> Behaviors to pick from:
Attack.Default (79.2266)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0)
Attack.Default (79.2266)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0)
12:39:28
SQ
-> Behavior picked: Attack.Default (79.2266)
12:39:28
SQ
* Goblin Skirmisher: Using Rupture against Thorismund Balduric!
12:39:28
SQ
Goblin Skirmisher uses skill Rupture
12:39:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
12:39:28
SQ
-> Behavior picked: Idle (1)
12:39:29
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:39:29
SQ
* ---------------------------------------------------
12:39:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:39:29
SQ
Turn started for Goblin Skirmisher
12:39:29
SQ
*
12:39:29
SQ
* Goblin Skirmisher: Starting turn.
12:39:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:39:29
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Retreat (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0), Attack.Split (0)
SwitchTo.Melee (200)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Retreat (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0), Attack.Split (0)
12:39:29
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:39:30
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:39:30
SQ
-> Behaviors to pick from:
Attack.Default (98.2813)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0)
Attack.Default (98.2813)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0)
12:39:30
SQ
-> Behavior picked: Attack.Default (98.2813)
12:39:30
SQ
* Goblin Skirmisher: Using Rupture against Torleif!
12:39:30
SQ
Goblin Skirmisher uses skill Rupture
12:39:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Flee (0), Engage.Melee (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Flee (0), Engage.Melee (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
12:39:30
SQ
-> Behavior picked: Idle (1)
12:39:30
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:39:30
SQ
* ---------------------------------------------------
12:39:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:39:30
SQ
Turn started for Goblin Skirmisher
12:39:30
SQ
*
12:39:30
SQ
* Goblin Skirmisher: Starting turn.
12:39:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:39:31
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.ThrowNet (140.197)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), Retreat (0), Defend (0), Attack.Decapitate (0), Attack.Default (0), Attack.Split (0)
SwitchTo.Melee (200)(*), Attack.ThrowNet (140.197)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), Retreat (0), Defend (0), Attack.Decapitate (0), Attack.Default (0), Attack.Split (0)
12:39:31
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:39:31
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:39:31
SQ
-> Behaviors to pick from:
Attack.ThrowNet (139.989)(*), Attack.Default (79.4145)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Roam (0), Defend.Riposte (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0)
Attack.ThrowNet (139.989)(*), Attack.Default (79.4145)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Roam (0), Defend.Riposte (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0)
12:39:31
SQ
-> Behavior picked: Attack.ThrowNet (139.989)
12:39:31
SQ
* Goblin Skirmisher: Using Throw Net against Winrich!
12:39:31
SQ
Goblin Skirmisher uses skill Throw Net
12:39:32
SQ
-> Behaviors to pick from:
Attack.Default (79.1403)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Roam (0), Retreat (0), Defend.Shieldwall (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Attack.ThrowNet (0)
Attack.Default (79.1403)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Roam (0), Retreat (0), Defend.Shieldwall (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Attack.ThrowNet (0)
12:39:32
SQ
-> Behavior picked: Attack.Default (79.1403)
12:39:32
SQ
* Goblin Skirmisher: Using Slash against Ragnar the Blade!
12:39:32
SQ
Goblin Skirmisher uses skill Slash
12:39:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), BreakFree (0), Roam (0), Retreat (0), Defend.Shieldwall (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Swing (0), Defend (0), BreakFree (0), Roam (0), Retreat (0), Defend.Shieldwall (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0)
12:39:32
SQ
-> Behavior picked: Idle (1)
12:39:33
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
12:39:33
SQ
* ---------------------------------------------------
12:39:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:39:33
SQ
Turn started for Alantyr the Swift
12:39:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:39:40
UI
equip item: 54889658
12:39:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:39:48
SQ
Turn started for Bjarne
12:39:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:39:53
SQ
[Bjarne] executes skill [Knock Back] on target [Goblin Skirmisher]
12:39:53
SQ
Bjarne uses skill Knock Back
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:53
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:39:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:39:54
SQ
Turn started for Palaemon the Oldguard
12:39:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:40:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:40:04
SQ
Turn started for Goblin Skirmisher
12:40:04
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
12:40:04
SQ
*
12:40:04
SQ
* Goblin Skirmisher: Starting turn.
12:40:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:40:04
SQ
-> Behaviors to pick from:
Attack.ThrowNet (69.55)(*), Engage.Melee (60.1945)(*), Idle (1), Attack.KnockOut (0), Retreat (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Roam (0), Attack.Swing (0), Defend.Riposte (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Flee (0), BreakFree (0)
Attack.ThrowNet (69.55)(*), Engage.Melee (60.1945)(*), Idle (1), Attack.KnockOut (0), Retreat (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Roam (0), Attack.Swing (0), Defend.Riposte (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Flee (0), BreakFree (0)
12:40:04
SQ
-> Behavior picked: Engage.Melee (60.1945)
12:40:05
SQ
* Goblin Skirmisher: Engaging to melee range with Torleif (visible), accepted_distance=0
12:40:06
SQ
* Goblin Skirmisher: Reached engage destination
12:40:07
SQ
-> Behaviors to pick from:
Attack.ThrowNet (471.862)(*), Attack.Default (98.9976), Idle (1), Retreat (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Defend (0), Roam (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Flee (0), BreakFree (0), Engage.Melee (0)
Attack.ThrowNet (471.862)(*), Attack.Default (98.9976), Idle (1), Retreat (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Defend (0), Roam (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Flee (0), BreakFree (0), Engage.Melee (0)
12:40:07
SQ
-> Behavior picked: Attack.ThrowNet (471.862)
12:40:07
SQ
* Goblin Skirmisher: Using Throw Net against Bjarne!
12:40:07
SQ
Goblin Skirmisher uses skill Throw Net
12:40:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Retreat (0), Defend (0), Roam (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0)
Idle (1)(*), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Retreat (0), Defend (0), Roam (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0)
12:40:07
SQ
-> Behavior picked: Idle (1)
12:40:08
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
12:40:08
SQ
* ---------------------------------------------------
12:40:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:40:08
SQ
Turn started for Svein
12:40:08
SQ
Skill [Spearwall] removed from [Svein].
12:40:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:40:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:40:22
SQ
Turn started for Goblin Skirmisher
12:40:22
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
12:40:22
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:40:22
SQ
*
12:40:22
SQ
* Goblin Skirmisher: Starting turn.
12:40:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:40:23
SQ
-> Behaviors to pick from:
Engage.Melee (160.87)(*), Defend.Shieldwall (12.4291), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.Default (0), Defend.Knockback (0), Attack.Puncture (0), Attack.ThrowNet (0), Defend (0), Roam (0), Attack.SplitShield (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Flee (0)
Engage.Melee (160.87)(*), Defend.Shieldwall (12.4291), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.Default (0), Defend.Knockback (0), Attack.Puncture (0), Attack.ThrowNet (0), Defend (0), Roam (0), Attack.SplitShield (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Flee (0)
12:40:23
SQ
-> Behavior picked: Engage.Melee (160.87)
12:40:23
SQ
* Goblin Skirmisher: Engaging to melee range with Thorismund Balduric (visible), accepted_distance=0
12:40:24
SQ
* Goblin Skirmisher: Reached engage destination
12:40:24
SQ
-> Behaviors to pick from:
Attack.Default (73.046)(*), Defend.Shieldwall (50.8421)(*), Idle (1), Attack.Swing (0), Roam (0), Attack.SplitShield (0), Retreat (0), Attack.ThrowNet (0), Defend (0), Flee (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0)
Attack.Default (73.046)(*), Defend.Shieldwall (50.8421)(*), Idle (1), Attack.Swing (0), Roam (0), Attack.SplitShield (0), Retreat (0), Attack.ThrowNet (0), Defend (0), Flee (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0)
12:40:24
SQ
-> Behavior picked: Defend.Shieldwall (50.8421)
12:40:25
SQ
* Goblin Skirmisher: Using Shieldwall!
12:40:25
SQ
Goblin Skirmisher uses skill Shieldwall
12:40:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Retreat (0), Roam (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.Swing (0), Defend (0), Flee (0), Defend.Riposte (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Retreat (0), Roam (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.Swing (0), Defend (0), Flee (0), Defend.Riposte (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Attack.Default (0)
12:40:25
SQ
-> Behavior picked: Idle (1)
12:40:25
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
12:40:25
SQ
* ---------------------------------------------------
12:40:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:40:25
SQ
Turn started for Gerhard
12:40:25
SQ
Skill [Spearwall] removed from [Gerhard].
12:40:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:40:32
SQ
[Gerhard] executes skill [Shieldwall] on target [Gerhard]
12:40:32
SQ
Gerhard uses skill Shieldwall
12:40:32
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
12:40:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:40:32
SQ
Turn started for Alfgeir
12:40:32
SQ
Skill [Spearwall] removed from [Alfgeir].
12:40:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:40:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:40:41
SQ
Turn started for Gunnar the Hound
12:40:41
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
12:40:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:40:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:40:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:40:46
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Bow (12.3432), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0)
SwitchTo.Melee (200)(*), Attack.Bow (12.3432), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0)
12:40:46
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:40:46
SQ
* Goblin Ambusher: Switching to melee weapon!
12:40:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0)
12:40:47
SQ
-> Behavior picked: Idle (1)
12:40:47
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:40:47
SQ
* ---------------------------------------------------
12:40:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:40:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:40:47
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Bow (12.3432), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0)
SwitchTo.Melee (200)(*), Attack.Bow (12.3432), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0)
12:40:47
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:40:47
SQ
* Goblin Ambusher: Switching to melee weapon!
12:40:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0)
12:40:47
SQ
-> Behavior picked: Idle (1)
12:40:47
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:40:47
SQ
* ---------------------------------------------------
12:40:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:40:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:40:48
SQ
-> Behaviors to pick from:
Attack.Bow (36.8281)(*), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Roam (0), BreakFree (0), Retreat (0), Defend (0)
Attack.Bow (36.8281)(*), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Roam (0), BreakFree (0), Retreat (0), Defend (0)
12:40:48
SQ
-> Behavior picked: Attack.Bow (36.8281)
12:40:48
SQ
* Goblin Ambusher: Using Aimed Shot against Thorismund Balduric!
12:40:48
SQ
Goblin Ambusher uses skill Aimed Shot
12:40:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0), BreakFree (0), Retreat (0), Defend (0), Attack.Bow (0)
Idle (1)(*), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0), BreakFree (0), Retreat (0), Defend (0), Attack.Bow (0)
12:40:50
SQ
-> Behavior picked: Idle (1)
12:40:50
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:40:50
SQ
* ---------------------------------------------------
12:40:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:40:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:40:51
SQ
-> Behaviors to pick from:
Attack.Default (58.4036)(*), Idle (1), Attack.ThrowNet (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Attack.Split (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0), Defend (0)
Attack.Default (58.4036)(*), Idle (1), Attack.ThrowNet (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Attack.Split (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0), Defend (0)
12:40:51
SQ
-> Behavior picked: Attack.Default (58.4036)
12:40:51
SQ
* Goblin Skirmisher: Using Thrust against Winrich!
12:40:51
SQ
Goblin Skirmisher uses skill Thrust
12:40:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.ThrowNet (0), SwitchTo.Ranged (0), Roam (0), Attack.KnockOut (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0), Defend (0), Attack.Default (0)
Idle (1)(*), Attack.ThrowNet (0), SwitchTo.Ranged (0), Roam (0), Attack.KnockOut (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0), Defend (0), Attack.Default (0)
12:40:51
SQ
-> Behavior picked: Idle (1)
12:40:51
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
12:40:51
SQ
* ---------------------------------------------------
12:40:51
SQ
INFO: Next round issued: 3
12:40:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:40:52
SQ
Turn started for Goblin Ambusher
12:40:52
SQ
*
12:40:52
SQ
* Goblin Ambusher: Starting turn.
12:40:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:40:52
SQ
-> Behaviors to pick from:
Engage.Melee (68.4066)(*), Idle (1), Attack.Default (0), Defend (0), Retreat (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0)
Engage.Melee (68.4066)(*), Idle (1), Attack.Default (0), Defend (0), Retreat (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0)
12:40:52
SQ
-> Behavior picked: Engage.Melee (68.4066)
12:40:52
SQ
* Goblin Ambusher: Engaging to melee range with Gerhard (visible), accepted_distance=0
12:40:53
SQ
* Goblin Ambusher: Reached engage destination
12:40:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0), Roam (0), Defend (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0), Roam (0), Defend (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0)
12:40:54
SQ
-> Behavior picked: Idle (1)
12:40:54
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:40:54
SQ
* ---------------------------------------------------
12:40:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:40:54
SQ
Turn started for Goblin Ambusher
12:40:54
SQ
*
12:40:54
SQ
* Goblin Ambusher: Starting turn.
12:40:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:40:54
SQ
-> Behaviors to pick from:
Engage.Melee (74.5879)(*), Idle (1), Attack.Default (0), Defend (0), Retreat (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0)
Engage.Melee (74.5879)(*), Idle (1), Attack.Default (0), Defend (0), Retreat (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0)
12:40:54
SQ
-> Behavior picked: Engage.Melee (74.5879)
12:40:55
SQ
* Goblin Ambusher: Engaging to melee range with Gerhard (visible), accepted_distance=0
12:40:56
SQ
* Goblin Ambusher: Reached engage destination
12:40:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0), Roam (0), Defend (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.Puncture (0), Retreat (0), Engage.Ranged (0), Roam (0), Defend (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0)
12:40:56
SQ
-> Behavior picked: Idle (1)
12:40:56
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:40:56
SQ
* ---------------------------------------------------
12:40:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:40:56
SQ
Turn started for Goblin Ambusher
12:40:56
SQ
*
12:40:56
SQ
* Goblin Ambusher: Starting turn.
12:40:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:40:57
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend (0), Attack.Default (0), Attack.Bow (0), Flee (0)
SwitchTo.Melee (200)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Retreat (0), Engage.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Defend (0), Attack.Default (0), Attack.Bow (0), Flee (0)
12:40:57
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:40:57
SQ
* Goblin Ambusher: Switching to melee weapon!
12:40:57
SQ
-> Behaviors to pick from:
Attack.Puncture (96.4652)(*), Attack.Default (34.4663)(*), Idle (1), Retreat (0), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Roam (0), Defend (0), Engage.Melee (0), Attack.Bow (0), BreakFree (0), SwitchTo.Melee (0)
Attack.Puncture (96.4652)(*), Attack.Default (34.4663)(*), Idle (1), Retreat (0), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Roam (0), Defend (0), Engage.Melee (0), Attack.Bow (0), BreakFree (0), SwitchTo.Melee (0)
12:40:57
SQ
-> Behavior picked: Attack.Puncture (96.4652)
12:40:57
SQ
* Goblin Ambusher: Using Puncture against Svein!
12:40:57
SQ
Goblin Ambusher uses skill Puncture
12:40:57
SQ
-> Behaviors to pick from:
Attack.Puncture (92.65)(*), Attack.Default (34.1768)(*), Idle (1), Engage.Ranged (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Attack.Bow (0), Flee (0), Roam (0), Retreat (0)
Attack.Puncture (92.65)(*), Attack.Default (34.1768)(*), Idle (1), Engage.Ranged (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Attack.Bow (0), Flee (0), Roam (0), Retreat (0)
12:40:57
SQ
-> Behavior picked: Attack.Puncture (92.65)
12:40:58
SQ
* Goblin Ambusher: Using Puncture against Svein!
12:40:58
SQ
Goblin Ambusher uses skill Puncture
12:40:58
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Defend (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0), Flee (0), Attack.Default (0), Retreat (0), Attack.Puncture (0)
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Defend (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0), Flee (0), Attack.Default (0), Retreat (0), Attack.Puncture (0)
12:40:58
SQ
-> Behavior picked: Idle (1)
12:40:59
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:40:59
SQ
* ---------------------------------------------------
12:40:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:40:59
SQ
Turn started for Goblin Skirmisher
12:40:59
SQ
*
12:40:59
SQ
* Goblin Skirmisher: Starting turn.
12:40:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:40:59
SQ
-> Behaviors to pick from:
Attack.Default (110.008)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0)
Attack.Default (110.008)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0)
12:40:59
SQ
-> Behavior picked: Attack.Default (110.008)
12:41:00
SQ
* Goblin Skirmisher: Using Rupture against Torleif!
12:41:00
SQ
Goblin Skirmisher uses skill Rupture
12:41:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0)
12:41:00
SQ
-> Behavior picked: Idle (1)
12:41:00
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:41:00
SQ
* ---------------------------------------------------
12:41:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:00
SQ
Turn started for Goblin Skirmisher
12:41:00
SQ
*
12:41:00
SQ
* Goblin Skirmisher: Starting turn.
12:41:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:01
SQ
-> Behaviors to pick from:
Attack.Default (87.567)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0)
Attack.Default (87.567)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0)
12:41:01
SQ
-> Behavior picked: Attack.Default (87.567)
12:41:01
SQ
* Goblin Skirmisher: Using Rupture against Thorismund Balduric!
12:41:01
SQ
Goblin Skirmisher uses skill Rupture
12:41:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0)
12:41:03
SQ
-> Behavior picked: Idle (1)
12:41:03
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:41:03
SQ
* ---------------------------------------------------
12:41:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:04
SQ
Turn started for Goblin Skirmisher
12:41:04
SQ
*
12:41:04
SQ
* Goblin Skirmisher: Starting turn.
12:41:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:04
SQ
-> Behaviors to pick from:
Attack.Default (95.2204)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0)
Attack.Default (95.2204)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0)
12:41:04
SQ
-> Behavior picked: Attack.Default (95.2204)
12:41:04
SQ
* Goblin Skirmisher: Using Rupture against Thorismund Balduric!
12:41:04
SQ
Goblin Skirmisher uses skill Rupture
12:41:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0)
12:41:04
SQ
-> Behavior picked: Idle (1)
12:41:05
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:41:05
SQ
* ---------------------------------------------------
12:41:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:05
SQ
Turn started for Goblin Skirmisher
12:41:05
SQ
*
12:41:05
SQ
* Goblin Skirmisher: Starting turn.
12:41:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:05
SQ
-> Behaviors to pick from:
Attack.Default (102.858)(*), Idle (1), Roam (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Flee (0), Engage.Melee (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.SplitShield (0)
Attack.Default (102.858)(*), Idle (1), Roam (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Flee (0), Engage.Melee (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.SplitShield (0)
12:41:05
SQ
-> Behavior picked: Attack.Default (102.858)
12:41:06
SQ
* Goblin Skirmisher: Using Rupture against Torleif!
12:41:06
SQ
Goblin Skirmisher uses skill Rupture
12:41:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Defend.Shieldwall (0), Flee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), BreakFree (0), Attack.ThrowNet (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), Defend.Shieldwall (0), Flee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), BreakFree (0), Attack.ThrowNet (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Default (0)
12:41:06
SQ
-> Behavior picked: Idle (1)
12:41:06
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:41:06
SQ
* ---------------------------------------------------
12:41:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:07
SQ
Turn started for Goblin Skirmisher
12:41:07
SQ
*
12:41:07
SQ
* Goblin Skirmisher: Starting turn.
12:41:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:07
SQ
-> Behaviors to pick from:
Attack.ThrowNet (204.75)(*), SwitchTo.Melee (200)(*), Idle (1), Attack.Swing (0), Defend.Knockback (0), Roam (0), Flee (0), Attack.Split (0), Retreat (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0), Attack.SplitShield (0)
Attack.ThrowNet (204.75)(*), SwitchTo.Melee (200)(*), Idle (1), Attack.Swing (0), Defend.Knockback (0), Roam (0), Flee (0), Attack.Split (0), Retreat (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0), Attack.SplitShield (0)
12:41:07
SQ
-> Behavior picked: Attack.ThrowNet (204.75)
12:41:07
SQ
* Goblin Skirmisher: Using Throw Net against Alfgeir!
12:41:07
SQ
Goblin Skirmisher uses skill Throw Net
12:41:08
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.Swing (0), Defend (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0), Attack.SplitShield (0), Attack.ThrowNet (0)
SwitchTo.Melee (200)(*), Idle (1), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.Swing (0), Defend (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0), Attack.SplitShield (0), Attack.ThrowNet (0)
12:41:08
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:41:08
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:41:08
SQ
-> Behaviors to pick from:
Attack.Default (58.2868)(*), Idle (1), Roam (0), Flee (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Melee (0)
Attack.Default (58.2868)(*), Idle (1), Roam (0), Flee (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend (0), Retreat (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Melee (0)
12:41:08
SQ
-> Behavior picked: Attack.Default (58.2868)
12:41:08
SQ
* Goblin Skirmisher: Using Slash against Winrich!
12:41:08
SQ
Goblin Skirmisher uses skill Slash
12:41:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Split (0), Defend.Knockback (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Flee (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Attack.Split (0), Defend.Knockback (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Flee (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Default (0)
12:41:08
SQ
-> Behavior picked: Idle (1)
12:41:09
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
12:41:09
SQ
* ---------------------------------------------------
12:41:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:41:09
SQ
Turn started for Goblin Ambusher
12:41:09
SQ
*
12:41:09
SQ
* Goblin Ambusher: Starting turn.
12:41:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:41:09
SQ
-> Behaviors to pick from:
Attack.Bow (34.4548)(*), Idle (1), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0), BreakFree (0), Retreat (0), Defend (0), Flee (0), Engage.Ranged (0)
Attack.Bow (34.4548)(*), Idle (1), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0), BreakFree (0), Retreat (0), Defend (0), Flee (0), Engage.Ranged (0)
12:41:09
SQ
-> Behavior picked: Attack.Bow (34.4548)
12:41:10
SQ
* Goblin Ambusher: Using Aimed Shot against Thorismund Balduric!
12:41:10
SQ
Goblin Ambusher uses skill Aimed Shot
12:41:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), BreakFree (0), Retreat (0), Defend (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Attack.Puncture (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), BreakFree (0), Retreat (0), Defend (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
12:41:13
SQ
-> Behavior picked: Idle (1)
12:41:13
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:41:13
SQ
* ---------------------------------------------------
12:41:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:41:14
SQ
Turn started for Ragnar the Blade
12:41:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:41:23
SQ
[Ragnar the Blade] executes skill [Impale] on target [Goblin Skirmisher]
12:41:23
SQ
Ragnar the Blade uses skill Impale
12:41:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:26
SQ
Turn started for Goblin Skirmisher
12:41:26
SQ
*
12:41:26
SQ
* Goblin Skirmisher: Starting turn.
12:41:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:26
SQ
-> Behaviors to pick from:
Attack.Default (109.553)(*), Idle (1), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend (0), Defend.Spearwall (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Defend.Shieldwall (0)
Attack.Default (109.553)(*), Idle (1), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend (0), Defend.Spearwall (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Defend.Shieldwall (0)
12:41:26
SQ
-> Behavior picked: Attack.Default (109.553)
12:41:27
SQ
* Goblin Skirmisher: Using Thrust against Torleif!
12:41:27
SQ
Goblin Skirmisher uses skill Thrust
12:41:27
SQ
Torleif has died.
12:41:27
SQ
-> Behaviors to pick from:
Attack.Default (83.7071)(*), Idle (1), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Retreat (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0)
Attack.Default (83.7071)(*), Idle (1), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Retreat (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0)
12:41:27
SQ
-> Behavior picked: Attack.Default (83.7071)
12:41:28
SQ
* Goblin Skirmisher: Using Thrust against Ragnar the Blade!
12:41:28
SQ
Goblin Skirmisher uses skill Thrust
12:41:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Retreat (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Retreat (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0)
12:41:28
SQ
-> Behavior picked: Idle (1)
12:41:28
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:41:28
SQ
* ---------------------------------------------------
12:41:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:28
SQ
Turn started for Goblin Skirmisher
12:41:28
SQ
*
12:41:28
SQ
* Goblin Skirmisher: Starting turn.
12:41:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:31
SQ
Gunnar the Hound has died.
12:41:31
SQ
Thorismund Balduric has died.
12:41:31
SQ
Gerhard has died.
12:41:31
SQ
Skill [Shieldwall] removed from [Gerhard].
12:41:31
SQ
Bjarne has died.
12:41:31
SQ
Alantyr the Swift has died.
12:41:31
SQ
Skill [Break Free] removed from [Winrich].
12:41:31
SQ
Skill [Trapped in Net] removed from [Winrich].
12:41:31
SQ
Skill [Nighttime] removed from [Winrich].
12:41:31
SQ
Skill [Nighttime] removed from [Ragnar the Blade].
12:41:31
SQ
Skill [Poisoned] removed from [Palaemon the Oldguard].
12:41:31
SQ
Skill [Nighttime] removed from [Palaemon the Oldguard].
12:41:31
SQ
Skill [Break Free] removed from [Alfgeir].
12:41:31
SQ
Skill [Trapped in Net] removed from [Alfgeir].
12:41:31
SQ
Skill [Nighttime] removed from [Alfgeir].
12:41:31
SQ
Skill [Nighttime] removed from [Svein].
12:41:31
SQ
Skill [Nighttime] removed from [Gothart].
12:41:31
Resource
Unloading: gfx/orientation_overlay.png
12:41:34
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:41:34
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:41:34
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
12:41:34
SQ
World::onCombatFinished
12:41:34
SQ
TacticalState::onFinish
12:41:34
Resource
Unloading: gfx/object_0.png
12:41:34
Resource
Unloading Resource Package "Temporary Tactical Resources".
12:41:34
Resource
Unloading: sounds/combat/throw_net_01.wav
12:41:34
Resource
Unloading: sounds/combat/throw_net_02.wav
12:41:34
Resource
Unloading: sounds/combat/break_free_net_01.wav
12:41:34
Resource
Unloading: sounds/combat/break_free_net_02.wav
12:41:34
Resource
Unloading: sounds/combat/break_free_net_03.wav
12:41:34
Resource
Unloading: sounds/combat/poison_applied_01.wav
12:41:34
Resource
Unloading: sounds/combat/poison_applied_02.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_whip_00.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_whip_01.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_whip_02.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_00.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_01.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_02.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_03.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_04.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_05.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_06.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_07.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_08.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_09.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_10.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_hurt_11.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_00.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_01.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_02.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_03.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_04.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_05.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_06.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_07.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_death_08.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_flee_00.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_flee_01.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_flee_02.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_flee_03.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_flee_04.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_flee_05.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_00.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_01.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_02.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_03.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_04.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_05.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_06.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_07.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_08.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_09.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_10.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_11.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_12.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_13.wav
12:41:34
Resource
Unloading: sounds/enemies/goblin_idle_14.wav
12:41:34
Resource
Unloading: gfx/entity_2.png
12:41:34
Resource
Unloading: sounds/combat/rupture_blood_01.wav
12:41:34
Resource
Unloading: sounds/combat/rupture_blood_02.wav
12:41:34
Resource
Unloading: sounds/combat/rupture_blood_03.wav
12:41:34
Resource
Unloading: sounds/combat/repel_hit_01.wav
12:41:34
Resource
Unloading: sounds/combat/repel_hit_02.wav
12:41:34
Resource
Unloading: sounds/combat/repel_hit_03.wav
12:41:34
Resource
Unloading: gfx/detail.png
12:41:34
UI
IngameMenuScreen::UNREGISTER
12:41:34
UI
MainMenuModule::UNREGISTER
12:41:34
UI
LoadCampaignMenuModule::UNREGISTER
12:41:34
UI
SaveCampaignMenuModule::UNREGISTER
12:41:34
UI
OptionsMenuModule::UNREGISTER
12:41:34
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:41:34
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:41:34
UI
OptionsMenuModuleControlsPanel::UNREGISTER
12:41:34
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
12:41:34
UI
TacticalFleeScreen::UNREGISTER
12:41:34
UI
CharacterScreen::UNREGISTER
12:41:34
UI
CharacterScreenLeftPanelModule::UNREGISTER
12:41:34
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
12:41:34
UI
CharacterScreenPaperdollModule::UNREGISTER
12:41:34
UI
CharacterScreenSkillsModule::UNREGISTER
12:41:34
UI
CharacterScreenStatsModule::UNREGISTER
12:41:34
UI
CharacterScreenRightPanelModule::UNREGISTER
12:41:34
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
12:41:34
UI
CharacterScreenInventoryListModule::UNREGISTER
12:41:34
UI
CharacterScreenPerksModule::UNREGISTER
12:41:34
UI
CharacterScreenBrothersListModule::UNREGISTER
12:41:34
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
12:41:34
UI
TacticalScreen::UNREGISTER
12:41:34
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
12:41:34
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
12:41:34
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
12:41:34
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
12:41:34
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
12:41:34
UI
TacticalCombatResultScreen::UNREGISTER
12:41:34
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
12:41:34
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
12:41:35
Resource
Loading: music/worldmap_06.music
12:41:35
Resource
Unloading: music/goblins_01.music
12:41:40
SQ
Load campaign: autosave
12:41:40
Resource
Unloading: gfx/world_weather.png
12:41:41
Scene
Finished loading scene.
12:41:41
SQ
contract activated: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.destroy_orc_camp
12:41:41
SQ
contract added: contract.destroy_bandit_camp
12:41:41
SQ
contract added: contract.discover_location
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.destroy_bandit_camp
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.discover_location
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
SQ
contract added: contract.errant
12:41:41
SQ
contract added: contract.destroy_inactive_location
12:41:41
Resource
Loading: gfx/world_weather.png
12:41:41
Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
12:41:43
SQ
Location entered: Many Knives Hideout
12:41:44
Resource
Loading: music/worldmap_07.music
12:41:44
Resource
Unloading: music/worldmap_06.music
12:41:45
SQ
Save campaign: autosave
12:41:46
Scene
Finished saving scene.
12:41:47
SQ
WorldState::onHide
12:41:47
UI
CharacterScreen::REGISTER
12:41:47
UI
CharacterScreenLeftPanelModule::REGISTER
12:41:47
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
12:41:47
UI
CharacterScreenPaperdollModule::REGISTER
12:41:47
UI
CharacterScreenSkillsModule::REGISTER
12:41:47
UI
CharacterScreenStatsModule::REGISTER
12:41:47
UI
CharacterScreenRightPanelModule::REGISTER
12:41:47
UI
CharacterScreenRightPanelHeaderModule::REGISTER
12:41:47
UI
CharacterScreenInventoryListModule::REGISTER
12:41:47
UI
CharacterScreenPerksModule::REGISTER
12:41:47
UI
CharacterScreenBrothersListModule::REGISTER
12:41:47
UI
CharacterScreenBattleStartFooterModule::REGISTER
12:41:47
UI
TacticalFleeScreen::REGISTER
12:41:47
UI
IngameMenuScreen::REGISTER
12:41:47
UI
MainMenuModule::REGISTER
12:41:47
UI
LoadCampaignMenuModule::REGISTER
12:41:47
UI
SaveCampaignMenuModule::REGISTER
12:41:47
UI
OptionsMenuModule::REGISTER
12:41:47
UI
OptionsMenuModuleVideoPanel::REGISTER
12:41:47
UI
OptionsMenuModuleAudioPanel::REGISTER
12:41:47
UI
OptionsMenuModuleControlsPanel::REGISTER
12:41:47
UI
OptionsMenuModuleGameplayPanel::REGISTER
12:41:47
UI
TacticalCombatResultScreen::REGISTER
12:41:47
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
12:41:47
UI
TacticalCombatResultScreenLootPanel::REGISTER
12:41:47
UI
TacticalScreen::REGISTER
12:41:47
UI
TacticalScreenTurnSequenceBarModule::REGISTER
12:41:47
UI
TacticalScreenOrientationOverlayModule::REGISTER
12:41:47
UI
TacticalScreenTopbarEventLogModule::REGISTER
12:41:47
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
12:41:47
UI
TacticalScreenTopbarOptionsModule::REGISTER
12:41:47
Resource
Loading: gfx/detail.png
12:41:47
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
12:41:47
Resource
Loading: gfx/object_0.png
12:41:47
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
12:41:47
Resource
Loading: gfx/entity_2.png
12:41:47
Texture
Texture "gfx/entity_2.png" (ID: 16) took up approximately 10922kb in video memory.
12:41:47
Resource
Loading: gfx/orientation_overlay.png
12:41:47
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
12:41:48
SQ
TACTICAL: STASH LOCKED: true
12:41:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:41:48
SQ
Turn started for Goblin Ambusher
12:41:48
SQ
*
12:41:48
SQ
* Goblin Ambusher: Starting turn.
12:41:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:41:48
SQ
INFO: Next round issued: 1
12:41:48
Resource
Started loading Resource Package "Temporary Tactical Resources".
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_00.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_01.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_02.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_03.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_04.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_05.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_06.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_07.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_08.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_09.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_10.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_hurt_11.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_00.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_01.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_02.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_03.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_04.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_05.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_06.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_07.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_death_08.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_flee_00.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_flee_01.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_flee_02.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_flee_03.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_flee_04.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_flee_05.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_00.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_01.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_02.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_03.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_04.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_05.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_06.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_07.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_08.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_09.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_10.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_11.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_12.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_13.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_idle_14.wav
12:41:48
Resource
Loading: sounds/combat/rupture_blood_01.wav
12:41:48
Resource
Loading: sounds/combat/rupture_blood_02.wav
12:41:48
Resource
Loading: sounds/combat/rupture_blood_03.wav
12:41:48
Resource
Loading: sounds/combat/repel_hit_01.wav
12:41:48
Resource
Loading: sounds/combat/repel_hit_02.wav
12:41:48
Resource
Loading: sounds/combat/repel_hit_03.wav
12:41:48
Resource
Loading: sounds/combat/throw_net_01.wav
12:41:48
Resource
Loading: sounds/combat/throw_net_02.wav
12:41:48
Resource
Loading: sounds/combat/break_free_net_01.wav
12:41:48
Resource
Loading: sounds/combat/break_free_net_02.wav
12:41:48
Resource
Loading: sounds/combat/break_free_net_03.wav
12:41:48
Resource
Loading: sounds/combat/poison_applied_01.wav
12:41:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:41:48
Resource
Loading: sounds/combat/poison_applied_02.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_whip_00.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_whip_01.wav
12:41:48
Resource
Loading: sounds/enemies/goblin_whip_02.wav
12:41:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:41:48
SQ
defensive score: 3
12:41:48
SQ
defensive threshold: 2.71955
12:41:48
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:41:48
SQ
-> Behavior picked: Defend (90)
12:41:48
SQ
* Goblin Ambusher: Going for defensive position.
12:41:48
SQ
defensive score: 3
12:41:48
SQ
defensive threshold: 2.71955
12:41:48
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Defend (0)
Idle (1)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Defend (0)
12:41:48
SQ
-> Behavior picked: Idle (1)
12:41:48
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:41:48
SQ
* ---------------------------------------------------
12:41:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:41:49
SQ
Turn started for Goblin Ambusher
12:41:49
SQ
*
12:41:49
SQ
* Goblin Ambusher: Starting turn.
12:41:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:41:49
SQ
defensive score: 3
12:41:49
SQ
defensive threshold: 2.71955
12:41:49
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:41:49
SQ
-> Behavior picked: Defend (90)
12:41:49
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:41:49
SQ
* Goblin Ambusher: Waiting until others have moved!
12:41:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:41:49
SQ
Turn started for Goblin Ambusher
12:41:49
SQ
*
12:41:49
SQ
* Goblin Ambusher: Starting turn.
12:41:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:41:50
SQ
defensive score: 3
12:41:50
SQ
defensive threshold: 2.71955
12:41:50
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:41:50
SQ
-> Behavior picked: Defend (90)
12:41:50
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:41:50
SQ
* Goblin Ambusher: Waiting until others have moved!
12:41:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:41:50
SQ
Turn started for Goblin Ambusher
12:41:50
SQ
*
12:41:50
SQ
* Goblin Ambusher: Starting turn.
12:41:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:41:50
SQ
defensive score: 3
12:41:50
SQ
defensive threshold: 2.71955
12:41:50
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:41:50
SQ
-> Behavior picked: Defend (90)
12:41:50
SQ
* Goblin Ambusher: Going for defensive position.
12:41:50
SQ
defensive score: 3
12:41:50
SQ
defensive threshold: 2.71955
12:41:50
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
12:41:50
SQ
-> Behavior picked: Defend (22.5)
12:41:50
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:41:50
SQ
* Goblin Ambusher: Waiting until others have moved!
12:41:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:50
SQ
Turn started for Goblin Skirmisher
12:41:50
SQ
*
12:41:50
SQ
* Goblin Skirmisher: Starting turn.
12:41:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:51
SQ
defensive score: 3
12:41:51
SQ
defensive threshold: 2.71955
12:41:51
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:41:51
SQ
-> Behavior picked: Defend (90)
12:41:51
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:41:51
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:41:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:51
SQ
Turn started for Goblin Skirmisher
12:41:51
SQ
*
12:41:51
SQ
* Goblin Skirmisher: Starting turn.
12:41:51
Resource
Loading: music/goblins_01.music
12:41:51
Resource
Unloading: music/worldmap_07.music
12:41:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:51
SQ
defensive score: 3
12:41:51
SQ
defensive threshold: 2.71955
12:41:51
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:41:51
SQ
-> Behavior picked: Defend (90)
12:41:51
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:41:51
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:41:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:52
SQ
Turn started for Goblin Skirmisher
12:41:52
SQ
*
12:41:52
SQ
* Goblin Skirmisher: Starting turn.
12:41:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:52
SQ
defensive score: 3
12:41:52
SQ
defensive threshold: 2.71955
12:41:52
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:41:52
SQ
-> Behavior picked: Defend (90)
12:41:52
SQ
* Goblin Skirmisher: Going for defensive position.
12:41:52
SQ
defensive score: 3
12:41:52
SQ
defensive threshold: 2.71955
12:41:52
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (172.2)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
12:41:52
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:41:52
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:41:52
SQ
defensive score: 3
12:41:52
SQ
defensive threshold: 2.71955
12:41:52
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:41:52
SQ
-> Behavior picked: Defend (22.5)
12:41:52
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:41:52
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:41:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:52
SQ
Turn started for Goblin Skirmisher
12:41:52
SQ
*
12:41:52
SQ
* Goblin Skirmisher: Starting turn.
12:41:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:53
SQ
defensive score: 3
12:41:53
SQ
defensive threshold: 2.71955
12:41:53
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:41:53
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:41:53
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:41:53
SQ
defensive score: 3
12:41:53
SQ
defensive threshold: 2.71955
12:41:53
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:41:53
SQ
-> Behavior picked: Defend (90)
12:41:53
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:41:53
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:41:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:53
SQ
Turn started for Goblin Skirmisher
12:41:53
SQ
*
12:41:53
SQ
* Goblin Skirmisher: Starting turn.
12:41:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:53
SQ
defensive score: 3
12:41:53
SQ
defensive threshold: 2.71955
12:41:54
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:41:54
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:41:54
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:41:54
SQ
defensive score: 3
12:41:54
SQ
defensive threshold: 2.71955
12:41:54
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:41:54
SQ
-> Behavior picked: Defend (90)
12:41:54
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:41:54
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:41:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:54
SQ
Turn started for Goblin Skirmisher
12:41:54
SQ
*
12:41:54
SQ
* Goblin Skirmisher: Starting turn.
12:41:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:54
SQ
defensive score: 3
12:41:54
SQ
defensive threshold: 2.71955
12:41:54
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:41:54
SQ
-> Behavior picked: Defend (90)
12:41:54
SQ
* Goblin Skirmisher: Going for defensive position.
12:41:54
SQ
defensive score: 3
12:41:54
SQ
defensive threshold: 2.71955
12:41:54
SQ
-> Behaviors to pick from:
Defend.Spearwall (150.545)(*), Defend.Shieldwall (60.7857)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
Defend.Spearwall (150.545)(*), Defend.Shieldwall (60.7857)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
12:41:54
SQ
-> Behavior picked: Defend.Shieldwall (60.7857)
12:41:54
SQ
* Goblin Skirmisher: Using Shieldwall!
12:41:54
SQ
Goblin Skirmisher uses skill Shieldwall
12:41:54
SQ
defensive score: 3
12:41:54
SQ
defensive threshold: 2.71955
12:41:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Decapitate (0), Retreat (0), Flee (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
Idle (1)(*), Defend (0), Attack.Decapitate (0), Retreat (0), Flee (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
12:41:54
SQ
-> Behavior picked: Idle (1)
12:41:54
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:41:54
SQ
* ---------------------------------------------------
12:41:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:55
SQ
Turn started for Goblin Skirmisher
12:41:55
SQ
*
12:41:55
SQ
* Goblin Skirmisher: Starting turn.
12:41:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:55
SQ
defensive score: 3
12:41:55
SQ
defensive threshold: 2.71955
12:41:55
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:41:55
SQ
-> Behavior picked: Defend (90)
12:41:55
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:41:55
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:41:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:55
SQ
Turn started for Goblin Skirmisher
12:41:55
SQ
*
12:41:55
SQ
* Goblin Skirmisher: Starting turn.
12:41:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:56
SQ
defensive score: 3
12:41:56
SQ
defensive threshold: 2.71955
12:41:56
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:41:56
SQ
-> Behavior picked: Defend (90)
12:41:56
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:41:56
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:41:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:41:56
SQ
Turn started for Goblin Skirmisher
12:41:56
SQ
*
12:41:56
SQ
* Goblin Skirmisher: Starting turn.
12:41:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:41:56
SQ
defensive score: 3
12:41:56
SQ
defensive threshold: 2.71955
12:41:56
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:41:56
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:41:56
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:41:56
SQ
defensive score: 3
12:41:56
SQ
defensive threshold: 2.71955
12:41:56
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:41:56
SQ
-> Behavior picked: Defend (90)
12:41:56
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:41:56
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:41:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:41:57
SQ
Turn started for Ragnar the Blade
12:41:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:42:05
SQ
Skill [Hidden] removed from [Ragnar the Blade].
12:42:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:42:06
SQ
Turn started for Goblin Skirmisher
12:42:06
SQ
*
12:42:06
SQ
* Goblin Skirmisher: Starting turn.
12:42:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:42:07
SQ
defensive score: 3
12:42:07
SQ
defensive threshold: 2.71955
12:42:07
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:42:07
SQ
-> Behavior picked: Defend (90)
12:42:07
SQ
* Goblin Skirmisher: Going for defensive position.
12:42:08
SQ
defensive score: 3
12:42:08
SQ
defensive threshold: 2.71955
12:42:08
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (172.2)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
12:42:08
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:42:08
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:42:08
SQ
defensive score: 3
12:42:08
SQ
defensive threshold: 2.71955
12:42:08
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:42:08
SQ
-> Behavior picked: Defend (22.5)
12:42:08
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:42:08
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:42:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:42:08
SQ
Turn started for Goblin Skirmisher
12:42:08
SQ
*
12:42:08
SQ
* Goblin Skirmisher: Starting turn.
12:42:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:42:08
SQ
defensive score: 3
12:42:08
SQ
defensive threshold: 2.71955
12:42:08
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:42:08
SQ
-> Behavior picked: Defend (90)
12:42:08
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:42:08
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:42:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:42:09
SQ
Turn started for Torleif
12:42:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:42:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:42:15
SQ
Turn started for Thorismund Balduric
12:42:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:42:34
UI
equip item: 49641089
12:42:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:42:37
SQ
Turn started for Svein
12:42:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:42:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:42:49
SQ
Turn started for Gothart
12:42:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:43:01
UI
equip item: 50942799
12:43:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:43:03
SQ
Turn started for Goblin Overseer
12:43:03
SQ
*
12:43:03
SQ
* Goblin Overseer: Starting turn.
12:43:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:43:03
SQ
defensive score: 3
12:43:03
SQ
defensive threshold: 2.71955
12:43:03
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Roam (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), BreakFree (0), Flee (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Roam (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), BreakFree (0), Flee (0)
12:43:03
SQ
-> Behavior picked: BoostMorale (105)
12:43:03
SQ
Goblin Overseer uses skill Whip
12:43:03
SQ
defensive score: 3
12:43:03
SQ
defensive threshold: 2.71955
12:43:03
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0)
12:43:03
SQ
-> Behavior picked: BoostMorale (105)
12:43:04
SQ
Goblin Overseer uses skill Whip
12:43:06
SQ
defensive score: 3
12:43:06
SQ
defensive threshold: 2.71955
12:43:06
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Idle (1), BreakFree (0), Attack.Default (0), Retreat (0), Flee (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Engage.Ranged (0)
BoostMorale (105)(*), Idle (1), BreakFree (0), Attack.Default (0), Retreat (0), Flee (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Engage.Ranged (0)
12:43:06
SQ
-> Behavior picked: BoostMorale (105)
12:43:06
SQ
Goblin Overseer uses skill Whip
12:43:06
SQ
defensive score: 3
12:43:06
SQ
defensive threshold: 2.71955
12:43:06
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Puncture (0), Retreat (0), Flee (0), Reload (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Engage.Ranged (0), BoostMorale (0)
Idle (1)(*), BreakFree (0), Attack.Puncture (0), Retreat (0), Flee (0), Reload (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Engage.Ranged (0), BoostMorale (0)
12:43:06
SQ
-> Behavior picked: Idle (1)
12:43:06
SQ
* Goblin Overseer: Ending Turn with 0 of 9 AP left.
12:43:06
SQ
* ---------------------------------------------------
12:43:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:43:06
SQ
Turn started for Gunnar the Hound
12:43:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:43:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:43:17
SQ
Turn started for Gerhard
12:43:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:43:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:43:23
SQ
Turn started for Alantyr the Swift
12:43:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:43:32
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Goblin Skirmisher]
12:43:32
SQ
Alantyr the Swift uses skill Quick Shot
12:43:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:43:32
SQ
Turn started for Alfgeir
12:43:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:43:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:43:45
SQ
Turn started for Bjarne
12:43:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:43:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:43:51
SQ
Turn started for Palaemon the Oldguard
12:43:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:43:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:43:57
SQ
Turn started for Winrich
12:43:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:44:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:44:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:44:04
SQ
defensive score: 3
12:44:04
SQ
defensive threshold: 2.71955
12:44:04
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Attack.Bow (14.7375)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
Defend (22.5)(*), Attack.Bow (14.7375)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
12:44:04
SQ
-> Behavior picked: Defend (22.5)
12:44:04
SQ
* Goblin Ambusher: Going for defensive position.
12:44:04
SQ
defensive score: 3
12:44:04
SQ
defensive threshold: 2.71955
12:44:04
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0)
Defend (22.5)(*), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0)
12:44:04
SQ
-> Behavior picked: Defend (22.5)
12:44:04
SQ
* Goblin Ambusher: Holding defensive position.
12:44:04
SQ
defensive score: 3
12:44:04
SQ
defensive threshold: 2.71955
12:44:04
SQ
-> Behaviors to pick from:
Idle (50)(*), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Flee (0), Attack.Puncture (0), Engage.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), Defend (0)
Idle (50)(*), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Flee (0), Attack.Puncture (0), Engage.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), Defend (0)
12:44:04
SQ
-> Behavior picked: Idle (50)
12:44:04
SQ
* Goblin Ambusher: Ending Turn with 7 of 9 AP left.
12:44:04
SQ
* ---------------------------------------------------
12:44:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:44:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:44:05
SQ
defensive score: 3
12:44:05
SQ
defensive threshold: 2.71955
12:44:05
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Attack.Bow (12.3432)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
Defend (22.5)(*), Attack.Bow (12.3432)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
12:44:05
SQ
-> Behavior picked: Attack.Bow (12.3432)
12:44:05
SQ
* Goblin Ambusher: Using Quick Shot against Gunnar the Hound!
12:44:05
SQ
Goblin Ambusher uses skill Quick Shot
12:44:06
SQ
defensive score: 3
12:44:06
SQ
defensive threshold: 2.71955
12:44:06
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Attack.Bow (12.22)(*), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Attack.Default (0), Retreat (0)
Defend (22.5)(*), Attack.Bow (12.22)(*), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Attack.Default (0), Retreat (0)
12:44:06
SQ
-> Behavior picked: Defend (22.5)
12:44:06
SQ
* Goblin Ambusher: Going for defensive position.
12:44:09
SQ
defensive score: 3
12:44:09
SQ
defensive threshold: 2.71955
12:44:09
SQ
-> Behaviors to pick from:
Defend (11.25)(*), Idle (1), Engage.Ranged (0), Attack.Default (0), BreakFree (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Bow (0)
Defend (11.25)(*), Idle (1), Engage.Ranged (0), Attack.Default (0), BreakFree (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Bow (0)
12:44:09
SQ
-> Behavior picked: Defend (11.25)
12:44:09
SQ
* Goblin Ambusher: Holding defensive position.
12:44:09
SQ
defensive score: 3
12:44:09
SQ
defensive threshold: 2.71955
12:44:09
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Ranged (0), Attack.Puncture (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Bow (0), Defend (0)
Idle (50)(*), Engage.Ranged (0), Attack.Puncture (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Bow (0), Defend (0)
12:44:09
SQ
-> Behavior picked: Idle (50)
12:44:09
SQ
* Goblin Ambusher: Ending Turn with 3 of 9 AP left.
12:44:09
SQ
* ---------------------------------------------------
12:44:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:44:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:44:09
SQ
defensive score: 3
12:44:09
SQ
defensive threshold: 2.71955
12:44:09
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0)
12:44:09
SQ
-> Behavior picked: Defend (22.5)
12:44:09
SQ
* Goblin Ambusher: Holding defensive position.
12:44:09
SQ
defensive score: 3
12:44:09
SQ
defensive threshold: 2.71955
12:44:09
SQ
-> Behaviors to pick from:
Idle (50)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
12:44:09
SQ
-> Behavior picked: Idle (50)
12:44:09
SQ
* Goblin Ambusher: Ending Turn with 7 of 9 AP left.
12:44:09
SQ
* ---------------------------------------------------
12:44:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:10
SQ
defensive score: 3
12:44:10
SQ
defensive threshold: 2.71955
12:44:10
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (172.2)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
12:44:10
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:44:10
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:44:10
SQ
defensive score: 3
12:44:10
SQ
defensive threshold: 2.71955
12:44:10
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:44:10
SQ
-> Behavior picked: Defend (22.5)
12:44:10
SQ
* Goblin Skirmisher: Holding defensive position.
12:44:10
SQ
defensive score: 3
12:44:10
SQ
defensive threshold: 2.71955
12:44:10
SQ
-> Behaviors to pick from:
Idle (50)(*), BreakFree (0), Attack.Puncture (0), Retreat (0), Attack.ThrowNet (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), BreakFree (0), Attack.Puncture (0), Retreat (0), Attack.ThrowNet (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
12:44:10
SQ
-> Behavior picked: Idle (50)
12:44:10
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:44:10
SQ
* ---------------------------------------------------
12:44:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:11
SQ
defensive score: 3
12:44:11
SQ
defensive threshold: 2.71955
12:44:11
SQ
-> Behaviors to pick from:
Attack.ThrowNet (462.298)(*), Defend.Spearwall (411.273)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
Attack.ThrowNet (462.298)(*), Defend.Spearwall (411.273)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
12:44:11
SQ
-> Behavior picked: Defend.Spearwall (411.273)
12:44:11
SQ
* Goblin Skirmisher: Using Spearwall!
12:44:11
SQ
Goblin Skirmisher uses skill Spearwall
12:44:11
SQ
defensive score: 3
12:44:11
SQ
defensive threshold: 2.71955
12:44:11
SQ
-> Behaviors to pick from:
Attack.ThrowNet (439.042)(*), Defend (22.5), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
Attack.ThrowNet (439.042)(*), Defend (22.5), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
12:44:11
SQ
-> Behavior picked: Attack.ThrowNet (439.042)
12:44:12
SQ
* Goblin Skirmisher: Using Throw Net against Bjarne!
12:44:12
SQ
Goblin Skirmisher uses skill Throw Net
12:44:12
SQ
defensive score: 3
12:44:12
SQ
defensive threshold: 2.71955
12:44:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Roam (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.ThrowNet (0)
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Roam (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.ThrowNet (0)
12:44:12
SQ
-> Behavior picked: Idle (1)
12:44:13
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
12:44:13
SQ
* ---------------------------------------------------
12:44:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:13
SQ
defensive score: 3
12:44:13
SQ
defensive threshold: 2.71955
12:44:13
SQ
-> Behaviors to pick from:
Attack.Default (12.48)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Attack.Puncture (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (12.48)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Attack.Puncture (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
12:44:13
SQ
-> Behavior picked: Attack.Default (12.48)
12:44:13
SQ
* Goblin Skirmisher: Using Throw Bola against Alfgeir!
12:44:13
SQ
Goblin Skirmisher uses skill Throw Bola
12:44:13
Resource
Loading: sounds/combat/throw_ball_01.wav
12:44:14
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:44:14
SQ
defensive score: 3
12:44:14
SQ
defensive threshold: 2.71955
12:44:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0)
12:44:15
SQ
-> Behavior picked: Idle (1)
12:44:15
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
12:44:15
SQ
* ---------------------------------------------------
12:44:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:15
SQ
defensive score: 3
12:44:15
SQ
defensive threshold: 2.71955
12:44:15
SQ
-> Behaviors to pick from:
Attack.Default (14.5723)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (14.5723)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:44:15
SQ
-> Behavior picked: Attack.Default (14.5723)
12:44:15
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:44:15
SQ
Goblin Skirmisher uses skill Throw Bola
12:44:15
Resource
Loading: sounds/combat/throw_ball_02.wav
12:44:16
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:44:16
SQ
defensive score: 3
12:44:16
SQ
defensive threshold: 2.71955
12:44:16
SQ
-> Behaviors to pick from:
Attack.Default (14.4538)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
Attack.Default (14.4538)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
12:44:16
SQ
-> Behavior picked: Attack.Default (14.4538)
12:44:16
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:44:16
SQ
Goblin Skirmisher uses skill Throw Bola
12:44:16
Resource
Loading: sounds/combat/throw_ball_02.wav
12:44:17
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:44:18
SQ
defensive score: 3
12:44:18
SQ
defensive threshold: 2.71955
12:44:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
12:44:18
SQ
-> Behavior picked: Idle (1)
12:44:18
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:44:18
SQ
* ---------------------------------------------------
12:44:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:18
SQ
defensive score: 3
12:44:18
SQ
defensive threshold: 2.71955
12:44:18
SQ
-> Behaviors to pick from:
Attack.Default (14.5656)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Attack.Default (14.5656)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
12:44:18
SQ
-> Behavior picked: Attack.Default (14.5656)
12:44:18
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:44:18
SQ
Goblin Skirmisher uses skill Throw Bola
12:44:18
Resource
Loading: sounds/combat/throw_ball_03.wav
12:44:19
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:44:20
SQ
defensive score: 3
12:44:20
SQ
defensive threshold: 2.71955
12:44:20
SQ
-> Behaviors to pick from:
Attack.Default (14.4442)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
Attack.Default (14.4442)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0)
12:44:20
SQ
-> Behavior picked: Attack.Default (14.4442)
12:44:20
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:44:20
SQ
Goblin Skirmisher uses skill Throw Bola
12:44:20
Resource
Loading: sounds/combat/throw_ball_02.wav
12:44:20
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:44:21
SQ
defensive score: 3
12:44:21
SQ
defensive threshold: 2.71955
12:44:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Attack.Default (0)
12:44:21
SQ
-> Behavior picked: Idle (1)
12:44:21
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:44:21
SQ
* ---------------------------------------------------
12:44:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:21
SQ
defensive score: 3
12:44:21
SQ
defensive threshold: 2.71955
12:44:21
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
12:44:21
SQ
-> Behavior picked: Defend (22.5)
12:44:21
SQ
* Goblin Skirmisher: Holding defensive position.
12:44:21
SQ
defensive score: 3
12:44:21
SQ
defensive threshold: 2.71955
12:44:22
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
12:44:22
SQ
-> Behavior picked: Idle (50)
12:44:22
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:44:22
SQ
* ---------------------------------------------------
12:44:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:22
SQ
defensive score: 3
12:44:22
SQ
defensive threshold: 2.71955
12:44:22
SQ
-> Behaviors to pick from:
Defend.Spearwall (264.047)(*), Defend.Shieldwall (59.6647), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
Defend.Spearwall (264.047)(*), Defend.Shieldwall (59.6647), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
12:44:22
SQ
-> Behavior picked: Defend.Spearwall (264.047)
12:44:22
SQ
* Goblin Skirmisher: Using Spearwall!
12:44:22
SQ
Goblin Skirmisher uses skill Spearwall
12:44:22
SQ
defensive score: 3
12:44:22
SQ
defensive threshold: 2.71955
12:44:22
SQ
-> Behaviors to pick from:
Defend.Shieldwall (56.925)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
Defend.Shieldwall (56.925)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
12:44:22
SQ
-> Behavior picked: Defend.Shieldwall (56.925)
12:44:22
SQ
* Goblin Skirmisher: Using Shieldwall!
12:44:22
SQ
Goblin Skirmisher uses skill Shieldwall
12:44:22
SQ
defensive score: 3
12:44:22
SQ
defensive threshold: 2.71955
12:44:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Shieldwall (0)
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Shieldwall (0)
12:44:22
SQ
-> Behavior picked: Idle (1)
12:44:22
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:44:22
SQ
* ---------------------------------------------------
12:44:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:23
SQ
defensive score: 3
12:44:23
SQ
defensive threshold: 2.71955
12:44:23
SQ
-> Behaviors to pick from:
Defend.Shieldwall (59.5437)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0)
Defend.Shieldwall (59.5437)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0)
12:44:23
SQ
-> Behavior picked: Defend (22.5)
12:44:23
SQ
* Goblin Skirmisher: Holding defensive position.
12:44:23
SQ
defensive score: 3
12:44:23
SQ
defensive threshold: 2.71955
12:44:23
SQ
-> Behaviors to pick from:
Defend.Shieldwall (59.5437)(*), Idle (50)(*), Attack.Decapitate (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), Attack.Swing (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend (0)
Defend.Shieldwall (59.5437)(*), Idle (50)(*), Attack.Decapitate (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), Attack.Swing (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend (0)
12:44:23
SQ
-> Behavior picked: Idle (50)
12:44:23
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:44:23
SQ
* ---------------------------------------------------
12:44:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:23
SQ
defensive score: 3
12:44:23
SQ
defensive threshold: 2.71955
12:44:23
SQ
-> Behaviors to pick from:
Defend.Shieldwall (59.2832)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
Defend.Shieldwall (59.2832)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Attack.Puncture (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
12:44:23
SQ
-> Behavior picked: Defend.Shieldwall (59.2832)
12:44:23
SQ
* Goblin Skirmisher: Using Shieldwall!
12:44:23
SQ
Goblin Skirmisher uses skill Shieldwall
12:44:23
SQ
defensive score: 3
12:44:23
SQ
defensive threshold: 2.71955
12:44:23
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.ThrowNet (0), Attack.Puncture (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0)
Defend (22.5)(*), Idle (1), Attack.ThrowNet (0), Attack.Puncture (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0)
12:44:23
SQ
-> Behavior picked: Defend (22.5)
12:44:23
SQ
* Goblin Skirmisher: Holding defensive position.
12:44:23
SQ
defensive score: 3
12:44:23
SQ
defensive threshold: 2.71955
12:44:24
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.ThrowNet (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Roam (0), Defend.Knockback (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend (0)
Idle (50)(*), Attack.ThrowNet (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Roam (0), Defend.Knockback (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend (0)
12:44:24
SQ
-> Behavior picked: Idle (50)
12:44:24
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
12:44:24
SQ
* ---------------------------------------------------
12:44:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:44:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:44:24
SQ
defensive score: 3
12:44:24
SQ
defensive threshold: 2.71955
12:44:24
SQ
-> Behaviors to pick from:
Defend.Spearwall (151.65)(*), Defend.Shieldwall (64.2967)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
Defend.Spearwall (151.65)(*), Defend.Shieldwall (64.2967)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
12:44:24
SQ
-> Behavior picked: Defend.Spearwall (151.65)
12:44:24
SQ
* Goblin Skirmisher: Using Spearwall!
12:44:24
SQ
Goblin Skirmisher uses skill Spearwall
12:44:24
SQ
defensive score: 3
12:44:24
SQ
defensive threshold: 2.71955
12:44:24
SQ
-> Behaviors to pick from:
Defend.Shieldwall (60.8278)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
Defend.Shieldwall (60.8278)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
12:44:24
SQ
-> Behavior picked: Defend.Shieldwall (60.8278)
12:44:24
SQ
* Goblin Skirmisher: Using Shieldwall!
12:44:24
SQ
Goblin Skirmisher uses skill Shieldwall
12:44:24
SQ
defensive score: 3
12:44:24
SQ
defensive threshold: 2.71955
12:44:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Shieldwall (0)
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Shieldwall (0)
12:44:24
SQ
-> Behavior picked: Idle (1)
12:44:24
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:44:24
SQ
* ---------------------------------------------------
12:44:24
SQ
INFO: Next round issued: 2
12:44:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:44:25
SQ
Turn started for Goblin Ambusher
12:44:25
SQ
*
12:44:25
SQ
* Goblin Ambusher: Starting turn.
12:44:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:44:25
SQ
defensive score: 3
12:44:25
SQ
defensive threshold: 2.71955
12:44:25
SQ
-> Behaviors to pick from:
Defend (45)(*), Attack.Bow (18.2862)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Retreat (0), BreakFree (0)
Defend (45)(*), Attack.Bow (18.2862)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Retreat (0), BreakFree (0)
12:44:25
SQ
-> Behavior picked: Attack.Bow (18.2862)
12:44:26
SQ
* Goblin Ambusher: Using Quick Shot against Alfgeir!
12:44:26
SQ
Goblin Ambusher uses skill Quick Shot
12:44:27
SQ
defensive score: 3
12:44:27
SQ
defensive threshold: 2.71955
12:44:27
SQ
-> Behaviors to pick from:
Defend (45)(*), Attack.Bow (17.4248)(*), Idle (1), Flee (0), Retreat (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0)
Defend (45)(*), Attack.Bow (17.4248)(*), Idle (1), Flee (0), Retreat (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0)
12:44:27
SQ
-> Behavior picked: Defend (45)
12:44:27
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:44:27
SQ
* Goblin Ambusher: Waiting until others have moved!
12:44:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:44:27
SQ
Turn started for Goblin Ambusher
12:44:27
SQ
*
12:44:27
SQ
* Goblin Ambusher: Starting turn.
12:44:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:44:27
SQ
defensive score: 3
12:44:27
SQ
defensive threshold: 2.71955
12:44:27
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Flee (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), BreakFree (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Flee (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), BreakFree (0), SwitchTo.Ranged (0)
12:44:27
SQ
-> Behavior picked: Defend (90)
12:44:27
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:44:27
SQ
* Goblin Ambusher: Waiting until others have moved!
12:44:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:44:27
SQ
Turn started for Goblin Ambusher
12:44:27
SQ
*
12:44:27
SQ
* Goblin Ambusher: Starting turn.
12:44:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:44:28
SQ
defensive score: 3
12:44:28
SQ
defensive threshold: 2.71955
12:44:28
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
12:44:28
SQ
-> Behavior picked: Defend (90)
12:44:28
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:44:28
SQ
* Goblin Ambusher: Waiting until others have moved!
12:44:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:44:28
SQ
Turn started for Torleif
12:44:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:44:35
UI
equip item: 51332385
12:44:42
SQ
Skill [Hidden] removed from [Torleif].
12:44:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:44:46
SQ
Turn started for Ragnar the Blade
12:44:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:44:54
UI
equip item: 52805363
12:45:05
SQ
Skill [Hidden] removed from [Ragnar the Blade].
12:45:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:45:08
SQ
Turn started for Goblin Skirmisher
12:45:08
SQ
*
12:45:08
SQ
* Goblin Skirmisher: Starting turn.
12:45:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:45:09
SQ
-> Behaviors to pick from:
Engage.Melee (269.565)(*), SwitchTo.Melee (200)(*), Attack.ThrowNet (65.6091), Idle (1), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Riposte (0), Attack.Decapitate (0), Roam (0), Flee (0), Attack.KnockOut (0), Retreat (0), Defend (0), BreakFree (0)
Engage.Melee (269.565)(*), SwitchTo.Melee (200)(*), Attack.ThrowNet (65.6091), Idle (1), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Riposte (0), Attack.Decapitate (0), Roam (0), Flee (0), Attack.KnockOut (0), Retreat (0), Defend (0), BreakFree (0)
12:45:09
SQ
-> Behavior picked: Engage.Melee (269.565)
12:45:09
SQ
* Goblin Skirmisher: Engaging to melee range with Torleif (visible), accepted_distance=0
12:45:09
SQ
* Goblin Skirmisher: Stopped before reaching destination
12:45:09
SQ
-> Behaviors to pick from:
Engage.Melee (233.696)(*), SwitchTo.Melee (200)(*), Attack.ThrowNet (65.0966)(*), Idle (1), Defend.Knockback (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Default (0), Attack.Swing (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Decapitate (0), Roam (0), Flee (0), Attack.KnockOut (0), Retreat (0), Defend (0), BreakFree (0), Defend.Spearwall (0)
Engage.Melee (233.696)(*), SwitchTo.Melee (200)(*), Attack.ThrowNet (65.0966)(*), Idle (1), Defend.Knockback (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Default (0), Attack.Swing (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Decapitate (0), Roam (0), Flee (0), Attack.KnockOut (0), Retreat (0), Defend (0), BreakFree (0), Defend.Spearwall (0)
12:45:09
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:45:10
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:45:10
SQ
-> Behaviors to pick from:
Attack.Puncture (220.183)(*), Attack.Default (69.9544)(*), Attack.ThrowNet (65.0966)(*), Idle (1), Defend.Knockback (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Flee (0), Attack.KnockOut (0), Retreat (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0)
Attack.Puncture (220.183)(*), Attack.Default (69.9544)(*), Attack.ThrowNet (65.0966)(*), Idle (1), Defend.Knockback (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Flee (0), Attack.KnockOut (0), Retreat (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0)
12:45:10
SQ
-> Behavior picked: Attack.ThrowNet (65.0966)
12:45:10
SQ
* Goblin Skirmisher: Using Throw Net against Torleif!
12:45:10
SQ
Goblin Skirmisher uses skill Throw Net
12:45:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.ThrowNet (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Attack.Split (0), Attack.Default (0), Retreat (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0)
Idle (1)(*), Attack.ThrowNet (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Attack.Split (0), Attack.Default (0), Retreat (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0)
12:45:10
SQ
-> Behavior picked: Idle (1)
12:45:11
SQ
* Goblin Skirmisher: Ending Turn with 2 of 9 AP left.
12:45:11
SQ
* ---------------------------------------------------
12:45:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:45:11
SQ
Turn started for Goblin Ambusher
12:45:11
SQ
*
12:45:11
SQ
* Goblin Ambusher: Starting turn.
12:45:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:45:11
SQ
-> Behaviors to pick from:
Attack.Bow (12.329)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Defend (0), Engage.Ranged (0)
Attack.Bow (12.329)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Defend (0), Engage.Ranged (0)
12:45:11
SQ
-> Behavior picked: Attack.Bow (12.329)
12:45:11
SQ
* Goblin Ambusher: Using Quick Shot against Gunnar the Hound!
12:45:11
SQ
Goblin Ambusher uses skill Quick Shot
12:45:12
SQ
-> Behaviors to pick from:
Attack.Bow (12.2)(*), Idle (1), Attack.Puncture (0), Attack.Default (0), Roam (0), Engage.Ranged (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Defend (0), Flee (0), SwitchTo.Melee (0)
Attack.Bow (12.2)(*), Idle (1), Attack.Puncture (0), Attack.Default (0), Roam (0), Engage.Ranged (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Defend (0), Flee (0), SwitchTo.Melee (0)
12:45:12
SQ
-> Behavior picked: Attack.Bow (12.2)
12:45:12
SQ
* Goblin Ambusher: Using Quick Shot against Gunnar the Hound!
12:45:12
SQ
Goblin Ambusher uses skill Quick Shot
12:45:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Engage.Melee (0), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), BreakFree (0), Defend (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0)
Idle (1)(*), Attack.Puncture (0), Engage.Melee (0), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), BreakFree (0), Defend (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0)
12:45:13
SQ
-> Behavior picked: Idle (1)
12:45:13
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:45:13
SQ
* ---------------------------------------------------
12:45:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:45:13
SQ
Turn started for Goblin Skirmisher
12:45:13
SQ
*
12:45:13
SQ
* Goblin Skirmisher: Starting turn.
12:45:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:45:14
SQ
-> Behaviors to pick from:
Engage.Melee (130.435)(*), Defend.Shieldwall (12.034), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0), Retreat (0)
Engage.Melee (130.435)(*), Defend.Shieldwall (12.034), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0), Retreat (0)
12:45:14
SQ
-> Behavior picked: Engage.Melee (130.435)
12:45:14
SQ
* Goblin Skirmisher: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
12:45:15
SQ
* Goblin Skirmisher: Reached engage destination
12:45:15
SQ
-> Behaviors to pick from:
Attack.Default (78.9466)(*), Defend.Shieldwall (52.8148)(*), Idle (1), Attack.Puncture (0), Roam (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Attack.ThrowNet (0), Retreat (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0)
Attack.Default (78.9466)(*), Defend.Shieldwall (52.8148)(*), Idle (1), Attack.Puncture (0), Roam (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Attack.ThrowNet (0), Retreat (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0)
12:45:15
SQ
-> Behavior picked: Defend.Shieldwall (52.8148)
12:45:16
SQ
* Goblin Skirmisher: Using Shieldwall!
12:45:16
SQ
Goblin Skirmisher uses skill Shieldwall
12:45:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.ThrowNet (0), Retreat (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.ThrowNet (0), Retreat (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Default (0)
12:45:16
SQ
-> Behavior picked: Idle (1)
12:45:16
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:45:16
SQ
* ---------------------------------------------------
12:45:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:45:17
SQ
Turn started for Goblin Skirmisher
12:45:17
SQ
*
12:45:17
SQ
* Goblin Skirmisher: Starting turn.
12:45:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:45:17
SQ
-> Behaviors to pick from:
Engage.Melee (213.439)(*), Defend.Shieldwall (1.50185), Idle (1), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend (0), Attack.Puncture (0)
Engage.Melee (213.439)(*), Defend.Shieldwall (1.50185), Idle (1), Attack.Split (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend (0), Attack.Puncture (0)
12:45:17
SQ
-> Behavior picked: Engage.Melee (213.439)
12:45:17
SQ
* Goblin Skirmisher: Engaging to melee range with Torleif (not visible), accepted_distance=0
12:45:17
SQ
* Goblin Skirmisher: Reached engage destination
12:45:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Retreat (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Retreat (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend (0), Attack.Puncture (0), Engage.Melee (0)
12:45:17
SQ
-> Behavior picked: Idle (1)
12:45:17
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:45:17
SQ
* ---------------------------------------------------
12:45:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:45:18
SQ
Turn started for Goblin Skirmisher
12:45:18
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:45:18
SQ
*
12:45:18
SQ
* Goblin Skirmisher: Starting turn.
12:45:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:45:18
SQ
-> Behaviors to pick from:
Engage.Melee (120.401)(*), Defend.Shieldwall (11.724), Idle (1), Flee (0), Roam (0), Attack.Decapitate (0), Attack.ThrowNet (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), Defend (0)
Engage.Melee (120.401)(*), Defend.Shieldwall (11.724), Idle (1), Flee (0), Roam (0), Attack.Decapitate (0), Attack.ThrowNet (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), Defend (0)
12:45:18
SQ
-> Behavior picked: Engage.Melee (120.401)
12:45:18
SQ
* Goblin Skirmisher: Engaging to melee range with Torleif (visible), accepted_distance=0
12:45:19
SQ
* Goblin Skirmisher: Reached engage destination
12:45:19
SQ
-> Behaviors to pick from:
Attack.Default (85.1654)(*), Defend.Shieldwall (56.5012)(*), Idle (1), Roam (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Attack.ThrowNet (0), Attack.Swing (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0)
Attack.Default (85.1654)(*), Defend.Shieldwall (56.5012)(*), Idle (1), Roam (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Attack.ThrowNet (0), Attack.Swing (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0)
12:45:19
SQ
-> Behavior picked: Attack.Default (85.1654)
12:45:20
SQ
* Goblin Skirmisher: Using Thrust against Torleif!
12:45:20
SQ
Goblin Skirmisher uses skill Thrust
12:45:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.Split (0), Roam (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.Split (0), Roam (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Retreat (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), Attack.Default (0)
12:45:20
SQ
-> Behavior picked: Idle (1)
12:45:20
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
12:45:20
SQ
* ---------------------------------------------------
12:45:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:45:21
SQ
Turn started for Svein
12:45:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:45:24
SQ
Skill [Hidden] removed from [Svein].
12:45:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:45:27
SQ
Turn started for Goblin Skirmisher
12:45:27
SQ
*
12:45:27
SQ
* Goblin Skirmisher: Starting turn.
12:45:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:45:28
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.ThrowNet (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Retreat (0)
SwitchTo.Melee (200)(*), Idle (1), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.ThrowNet (0), Roam (0), Defend.Spearwall (0), BreakFree (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Retreat (0)
12:45:28
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:45:28
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:45:28
SQ
-> Behaviors to pick from:
Attack.Default (88.8189)(*), Idle (1), Attack.Split (0), Attack.Swing (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.KnockOut (0), BreakFree (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), SwitchTo.Melee (0)
Attack.Default (88.8189)(*), Idle (1), Attack.Split (0), Attack.Swing (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.KnockOut (0), BreakFree (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), SwitchTo.Melee (0)
12:45:28
SQ
-> Behavior picked: Attack.Default (88.8189)
12:45:28
SQ
* Goblin Skirmisher: Using Rupture against Ragnar the Blade!
12:45:28
SQ
Goblin Skirmisher uses skill Rupture
12:45:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Roam (0), Defend.Knockback (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.KnockOut (0), BreakFree (0), Flee (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Roam (0), Defend.Knockback (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.KnockOut (0), BreakFree (0), Flee (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), SwitchTo.Melee (0), Attack.Default (0)
12:45:29
SQ
-> Behavior picked: Idle (1)
12:45:29
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:45:29
SQ
* ---------------------------------------------------
12:45:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:45:29
SQ
Turn started for Thorismund Balduric
12:45:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:45:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:45:38
SQ
Turn started for Gothart
12:45:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:45:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:45:47
SQ
Turn started for Goblin Skirmisher
12:45:47
SQ
*
12:45:47
SQ
* Goblin Skirmisher: Starting turn.
12:45:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:45:48
SQ
-> Behaviors to pick from:
Attack.Default (25.7774)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
Attack.Default (25.7774)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
12:45:48
SQ
-> Behavior picked: Attack.Default (25.7774)
12:45:48
SQ
* Goblin Skirmisher: Using Throw Bola against Gothart!
12:45:48
SQ
Goblin Skirmisher uses skill Throw Bola
12:45:48
Resource
Loading: sounds/combat/throw_ball_01.wav
12:45:49
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:45:49
SQ
-> Behaviors to pick from:
SwitchTo.Melee (300)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0)
SwitchTo.Melee (300)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0)
12:45:49
SQ
-> Behavior picked: SwitchTo.Melee (300)
12:45:49
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:45:49
SQ
-> Behaviors to pick from:
Engage.Melee (67.4247)(*), Idle (1), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), Roam (0), Attack.ThrowNet (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0)
Engage.Melee (67.4247)(*), Idle (1), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), Roam (0), Attack.ThrowNet (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0)
12:45:49
SQ
-> Behavior picked: Engage.Melee (67.4247)
12:45:49
SQ
* Goblin Skirmisher: Engaging to melee range with Bjarne (visible), accepted_distance=0
12:45:50
SQ
* Goblin Skirmisher: Reached engage destination
12:45:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.ThrowNet (0), Attack.SplitShield (0), Roam (0), Defend.Riposte (0), Defend (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Defend.Knockback (0), Attack.ThrowNet (0), Attack.SplitShield (0), Roam (0), Defend.Riposte (0), Defend (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0)
12:45:50
SQ
-> Behavior picked: Idle (1)
12:45:50
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:45:50
SQ
* ---------------------------------------------------
12:45:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:45:51
SQ
Turn started for Goblin Skirmisher
12:45:51
SQ
*
12:45:51
SQ
* Goblin Skirmisher: Starting turn.
12:45:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:45:51
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Default (32.5906), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
SwitchTo.Melee (200)(*), Attack.Default (32.5906), Idle (1), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0)
12:45:51
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:45:51
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:45:52
SQ
-> Behaviors to pick from:
Attack.Default (91.0336)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0)
Attack.Default (91.0336)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0)
12:45:52
SQ
-> Behavior picked: Attack.Default (91.0336)
12:45:52
SQ
* Goblin Skirmisher: Using Rupture against Gothart!
12:45:52
SQ
Goblin Skirmisher uses skill Rupture
12:45:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Flee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0)
12:45:52
SQ
-> Behavior picked: Idle (1)
12:45:52
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:45:52
SQ
* ---------------------------------------------------
12:45:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:45:52
SQ
Turn started for Goblin Overseer
12:45:52
SQ
*
12:45:52
SQ
* Goblin Overseer: Starting turn.
12:45:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:45:53
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), BoostMorale (115)(*), Attack.Bow (71.822)(*), Idle (1), Flee (0), Reload (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0), Engage.Ranged (0), Retreat (0), BreakFree (0)
SwitchTo.Melee (200)(*), BoostMorale (115)(*), Attack.Bow (71.822)(*), Idle (1), Flee (0), Reload (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0), Engage.Ranged (0), Retreat (0), BreakFree (0)
12:45:53
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:45:53
SQ
* Goblin Overseer: Switching to melee weapon!
12:45:53
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (226.8)(*), BoostMorale (115)(*), Idle (1), Flee (0), Reload (0), Attack.Bow (0), BreakFree (0), Attack.Default (0), Roam (0), Engage.Ranged (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0)
SwitchTo.Ranged (226.8)(*), BoostMorale (115)(*), Idle (1), Flee (0), Reload (0), Attack.Bow (0), BreakFree (0), Attack.Default (0), Roam (0), Engage.Ranged (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0)
12:45:53
SQ
-> Behavior picked: BoostMorale (115)
12:45:53
SQ
Goblin Overseer uses skill Whip
12:45:54
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (226.8)(*), BoostMorale (115)(*), Idle (1), Reload (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Melee (0), Roam (0), Engage.Ranged (0), Retreat (0), BreakFree (0), Attack.Default (0), Flee (0)
SwitchTo.Ranged (226.8)(*), BoostMorale (115)(*), Idle (1), Reload (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Melee (0), Roam (0), Engage.Ranged (0), Retreat (0), BreakFree (0), Attack.Default (0), Flee (0)
12:45:54
SQ
-> Behavior picked: SwitchTo.Ranged (226.8)
12:45:54
SQ
* Goblin Overseer: Switching to ranged weapon!
12:45:54
SQ
-> Behaviors to pick from:
Attack.Bow (71.7966)(*), Idle (1), Attack.Puncture (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Roam (0), Engage.Ranged (0), Retreat (0), Reload (0), BoostMorale (0), Flee (0), SwitchTo.Ranged (0)
Attack.Bow (71.7966)(*), Idle (1), Attack.Puncture (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Roam (0), Engage.Ranged (0), Retreat (0), Reload (0), BoostMorale (0), Flee (0), SwitchTo.Ranged (0)
12:45:54
SQ
-> Behavior picked: Attack.Bow (71.7966)
12:45:54
SQ
* Goblin Overseer: Using Shoot Heavy Bolt against Ragnar the Blade!
12:45:54
SQ
Goblin Overseer uses skill Shoot Heavy Bolt
12:45:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Retreat (0), Reload (0), BoostMorale (0), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0)
Idle (1)(*), Attack.Puncture (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Retreat (0), Reload (0), BoostMorale (0), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0)
12:45:55
SQ
-> Behavior picked: Idle (1)
12:45:55
SQ
* Goblin Overseer: Ending Turn with 0 of 9 AP left.
12:45:55
SQ
* ---------------------------------------------------
12:45:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:45:56
SQ
Turn started for Goblin Skirmisher
12:45:56
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:45:56
SQ
*
12:45:56
SQ
* Goblin Skirmisher: Starting turn.
12:45:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:45:56
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Defend.Shieldwall (52.6962)(*), Idle (1), Attack.SplitShield (0), Retreat (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Default (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Defend.Spearwall (0), Roam (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Defend (0), Attack.ThrowNet (0)
SwitchTo.Melee (200)(*), Defend.Shieldwall (52.6962)(*), Idle (1), Attack.SplitShield (0), Retreat (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Default (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Defend.Spearwall (0), Roam (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Defend (0), Attack.ThrowNet (0)
12:45:56
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:45:57
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:45:57
SQ
-> Behaviors to pick from:
Attack.Puncture (292.713)(*), Attack.Default (105.484)(*), Defend.Shieldwall (52.6962), Idle (1), Retreat (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Split (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Melee (0)
Attack.Puncture (292.713)(*), Attack.Default (105.484)(*), Defend.Shieldwall (52.6962), Idle (1), Retreat (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Split (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Knockback (0), BreakFree (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Melee (0)
12:45:57
SQ
-> Behavior picked: Attack.Puncture (292.713)
12:45:57
SQ
* Goblin Skirmisher: Using Puncture against Ragnar the Blade!
12:45:57
SQ
Goblin Skirmisher uses skill Puncture
12:45:57
SQ
Ragnar the Blade has died.
12:45:57
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (214.2)(*), Engage.Melee (139.13)(*), Defend.Shieldwall (5.54771), Idle (1), Retreat (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), BreakFree (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Puncture (0)
SwitchTo.Ranged (214.2)(*), Engage.Melee (139.13)(*), Defend.Shieldwall (5.54771), Idle (1), Retreat (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Default (0), Defend.Knockback (0), BreakFree (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Puncture (0)
12:45:57
SQ
-> Behavior picked: SwitchTo.Ranged (214.2)
12:45:58
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:45:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Attack.KnockOut (0), Retreat (0), Roam (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Split (0), Engage.Melee (0), BreakFree (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0)
Idle (1)(*), Defend.Shieldwall (0), Attack.KnockOut (0), Retreat (0), Roam (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Split (0), Engage.Melee (0), BreakFree (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0)
12:45:58
SQ
-> Behavior picked: Idle (1)
12:45:58
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:45:58
SQ
* ---------------------------------------------------
12:45:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:45:58
SQ
Turn started for Alfgeir
12:45:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:46:01
SQ
Gunnar the Hound has died.
12:46:01
SQ
Torleif has died.
12:46:01
SQ
Palaemon the Oldguard has died.
12:46:01
SQ
Alfgeir has died.
12:46:01
SQ
Svein has died.
12:46:01
SQ
Gothart has died.
12:46:01
SQ
Skill [Nighttime] removed from [Winrich].
12:46:01
SQ
Skill [Nighttime] removed from [Thorismund Balduric].
12:46:01
SQ
Skill [Nighttime] removed from [Gerhard].
12:46:01
SQ
Skill [Break Free] removed from [Bjarne].
12:46:01
SQ
Skill [Trapped in Net] removed from [Bjarne].
12:46:01
SQ
Skill [Nighttime] removed from [Bjarne].
12:46:01
SQ
Skill [Hidden] removed from [Alantyr the Swift].
12:46:01
SQ
Skill [Nighttime] removed from [Alantyr the Swift].
12:46:01
Resource
Unloading: gfx/orientation_overlay.png
12:46:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:46:01
SQ
Turn started for Gerhard
12:46:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:46:04
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:46:04
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:46:04
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
12:46:04
SQ
World::onCombatFinished
12:46:04
SQ
TacticalState::onFinish
12:46:04
Resource
Unloading: gfx/object_0.png
12:46:04
Resource
Unloading Resource Package "Temporary Tactical Resources".
12:46:04
Resource
Unloading: sounds/combat/throw_net_01.wav
12:46:04
Resource
Unloading: sounds/combat/throw_net_02.wav
12:46:04
Resource
Unloading: sounds/combat/break_free_net_01.wav
12:46:04
Resource
Unloading: sounds/combat/break_free_net_02.wav
12:46:04
Resource
Unloading: sounds/combat/break_free_net_03.wav
12:46:04
Resource
Unloading: sounds/combat/rupture_blood_01.wav
12:46:04
Resource
Unloading: sounds/combat/rupture_blood_02.wav
12:46:04
Resource
Unloading: sounds/combat/rupture_blood_03.wav
12:46:04
Resource
Unloading: sounds/combat/repel_hit_01.wav
12:46:04
Resource
Unloading: sounds/combat/repel_hit_02.wav
12:46:04
Resource
Unloading: sounds/combat/repel_hit_03.wav
12:46:04
Resource
Unloading: sounds/combat/poison_applied_01.wav
12:46:04
Resource
Unloading: sounds/combat/poison_applied_02.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_whip_00.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_whip_01.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_whip_02.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_00.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_01.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_02.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_03.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_04.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_05.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_06.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_07.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_08.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_09.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_10.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_hurt_11.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_00.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_01.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_02.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_03.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_04.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_05.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_06.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_07.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_death_08.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_flee_00.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_flee_01.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_flee_02.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_flee_03.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_flee_04.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_flee_05.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_00.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_01.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_02.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_03.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_04.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_05.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_06.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_07.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_08.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_09.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_10.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_11.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_12.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_13.wav
12:46:04
Resource
Unloading: sounds/enemies/goblin_idle_14.wav
12:46:04
Resource
Unloading: gfx/entity_2.png
12:46:04
Resource
Unloading: gfx/detail.png
12:46:04
UI
IngameMenuScreen::UNREGISTER
12:46:04
UI
MainMenuModule::UNREGISTER
12:46:04
UI
LoadCampaignMenuModule::UNREGISTER
12:46:04
UI
SaveCampaignMenuModule::UNREGISTER
12:46:04
UI
OptionsMenuModule::UNREGISTER
12:46:04
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:46:04
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:46:04
UI
OptionsMenuModuleControlsPanel::UNREGISTER
12:46:04
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
12:46:04
UI
TacticalFleeScreen::UNREGISTER
12:46:04
UI
CharacterScreen::UNREGISTER
12:46:04
UI
CharacterScreenLeftPanelModule::UNREGISTER
12:46:04
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
12:46:04
UI
CharacterScreenPaperdollModule::UNREGISTER
12:46:04
UI
CharacterScreenSkillsModule::UNREGISTER
12:46:04
UI
CharacterScreenStatsModule::UNREGISTER
12:46:04
UI
CharacterScreenRightPanelModule::UNREGISTER
12:46:04
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
12:46:04
UI
CharacterScreenInventoryListModule::UNREGISTER
12:46:04
UI
CharacterScreenPerksModule::UNREGISTER
12:46:04
UI
CharacterScreenBrothersListModule::UNREGISTER
12:46:04
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
12:46:04
UI
TacticalScreen::UNREGISTER
12:46:04
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
12:46:04
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
12:46:04
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
12:46:04
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
12:46:04
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
12:46:04
UI
TacticalCombatResultScreen::UNREGISTER
12:46:04
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
12:46:04
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
12:46:05
Resource
Loading: music/worldmap_03.music
12:46:05
Resource
Unloading: music/goblins_01.music
12:46:10
SQ
Load campaign: autosave
12:46:10
Resource
Unloading: gfx/world_weather.png
12:46:10
Scene
Finished loading scene.
12:46:11
SQ
contract activated: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.destroy_orc_camp
12:46:11
SQ
contract added: contract.destroy_bandit_camp
12:46:11
SQ
contract added: contract.discover_location
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.destroy_bandit_camp
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.discover_location
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
SQ
contract added: contract.errant
12:46:11
SQ
contract added: contract.destroy_inactive_location
12:46:11
Resource
Loading: gfx/world_weather.png
12:46:11
Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
12:46:14
Resource
Loading: music/worldmap_05.music
12:46:14
Resource
Unloading: music/worldmap_03.music
12:46:14
SQ
Location entered: Many Knives Hideout
12:46:16
SQ
Save campaign: autosave
12:46:17
Scene
Finished saving scene.
12:46:17
SQ
WorldState::onHide
12:46:18
UI
CharacterScreen::REGISTER
12:46:18
UI
CharacterScreenLeftPanelModule::REGISTER
12:46:18
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
12:46:18
UI
CharacterScreenPaperdollModule::REGISTER
12:46:18
UI
CharacterScreenSkillsModule::REGISTER
12:46:18
UI
CharacterScreenStatsModule::REGISTER
12:46:18
UI
CharacterScreenRightPanelModule::REGISTER
12:46:18
UI
CharacterScreenRightPanelHeaderModule::REGISTER
12:46:18
UI
CharacterScreenInventoryListModule::REGISTER
12:46:18
UI
CharacterScreenPerksModule::REGISTER
12:46:18
UI
CharacterScreenBrothersListModule::REGISTER
12:46:18
UI
CharacterScreenBattleStartFooterModule::REGISTER
12:46:18
UI
TacticalFleeScreen::REGISTER
12:46:18
UI
IngameMenuScreen::REGISTER
12:46:18
UI
MainMenuModule::REGISTER
12:46:18
UI
LoadCampaignMenuModule::REGISTER
12:46:18
UI
SaveCampaignMenuModule::REGISTER
12:46:18
UI
OptionsMenuModule::REGISTER
12:46:18
UI
OptionsMenuModuleVideoPanel::REGISTER
12:46:18
UI
OptionsMenuModuleAudioPanel::REGISTER
12:46:18
UI
OptionsMenuModuleControlsPanel::REGISTER
12:46:18
UI
OptionsMenuModuleGameplayPanel::REGISTER
12:46:18
UI
TacticalCombatResultScreen::REGISTER
12:46:18
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
12:46:18
UI
TacticalCombatResultScreenLootPanel::REGISTER
12:46:18
UI
TacticalScreen::REGISTER
12:46:18
UI
TacticalScreenTurnSequenceBarModule::REGISTER
12:46:18
UI
TacticalScreenOrientationOverlayModule::REGISTER
12:46:18
UI
TacticalScreenTopbarEventLogModule::REGISTER
12:46:18
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
12:46:18
UI
TacticalScreenTopbarOptionsModule::REGISTER
12:46:18
Resource
Loading: gfx/detail.png
12:46:18
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
12:46:18
Resource
Loading: gfx/object_0.png
12:46:18
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
12:46:18
Resource
Loading: gfx/entity_2.png
12:46:18
Texture
Texture "gfx/entity_2.png" (ID: 16) took up approximately 10922kb in video memory.
12:46:18
Resource
Loading: gfx/orientation_overlay.png
12:46:18
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
12:46:18
SQ
TACTICAL: STASH LOCKED: true
12:46:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:46:18
SQ
Turn started for Goblin Ambusher
12:46:18
SQ
*
12:46:18
SQ
* Goblin Ambusher: Starting turn.
12:46:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:46:18
SQ
INFO: Next round issued: 1
12:46:18
Resource
Started loading Resource Package "Temporary Tactical Resources".
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_00.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_01.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_02.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_03.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_04.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_05.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_06.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_07.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_08.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_09.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_10.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_hurt_11.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_00.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_01.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_02.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_03.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_04.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_05.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_06.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_07.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_death_08.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_flee_00.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_flee_01.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_flee_02.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_flee_03.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_flee_04.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_flee_05.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_00.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_01.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_02.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_03.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_04.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_05.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_06.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_07.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_08.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_09.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_10.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_11.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_12.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_13.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_idle_14.wav
12:46:18
Resource
Loading: sounds/combat/throw_net_01.wav
12:46:18
Resource
Loading: sounds/combat/throw_net_02.wav
12:46:18
Resource
Loading: sounds/combat/break_free_net_01.wav
12:46:18
Resource
Loading: sounds/combat/break_free_net_02.wav
12:46:18
Resource
Loading: sounds/combat/break_free_net_03.wav
12:46:18
Resource
Loading: sounds/combat/rupture_blood_01.wav
12:46:18
Resource
Loading: sounds/combat/rupture_blood_02.wav
12:46:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:46:18
Resource
Loading: sounds/combat/rupture_blood_03.wav
12:46:18
Resource
Loading: sounds/combat/repel_hit_01.wav
12:46:18
Resource
Loading: sounds/combat/repel_hit_02.wav
12:46:18
Resource
Loading: sounds/combat/repel_hit_03.wav
12:46:18
Resource
Loading: sounds/combat/poison_applied_01.wav
12:46:18
Resource
Loading: sounds/combat/poison_applied_02.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_whip_00.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_whip_01.wav
12:46:18
Resource
Loading: sounds/enemies/goblin_whip_02.wav
12:46:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:46:19
SQ
defensive score: 3
12:46:19
SQ
defensive threshold: 2.71955
12:46:19
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:46:19
SQ
-> Behavior picked: Defend (90)
12:46:19
SQ
* Goblin Ambusher: Going for defensive position.
12:46:19
SQ
defensive score: 3
12:46:19
SQ
defensive threshold: 2.71955
12:46:19
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
12:46:19
SQ
-> Behavior picked: Defend (22.5)
12:46:19
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:46:19
SQ
* Goblin Ambusher: Waiting until others have moved!
12:46:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:46:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:46:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: false)
12:46:19
SQ
Turn started for Goblin Ambusher
12:46:19
SQ
*
12:46:19
SQ
* Goblin Ambusher: Starting turn.
12:46:19
SQ
defensive score: 3
12:46:19
SQ
defensive threshold: 2.71955
12:46:19
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:46:19
SQ
-> Behavior picked: Defend (90)
12:46:19
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:46:19
SQ
* Goblin Ambusher: Waiting until others have moved!
12:46:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:46:20
SQ
Turn started for Goblin Ambusher
12:46:20
SQ
*
12:46:20
SQ
* Goblin Ambusher: Starting turn.
12:46:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:46:20
SQ
defensive score: 3
12:46:20
SQ
defensive threshold: 2.71955
12:46:20
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:46:20
SQ
-> Behavior picked: Defend (90)
12:46:20
SQ
* Goblin Ambusher: Going for defensive position.
12:46:20
SQ
defensive score: 3
12:46:20
SQ
defensive threshold: 2.71955
12:46:20
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
12:46:20
SQ
-> Behavior picked: Defend (22.5)
12:46:20
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:46:20
SQ
* Goblin Ambusher: Waiting until others have moved!
12:46:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:46:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: false)
12:46:20
SQ
Turn started for Goblin Ambusher
12:46:20
SQ
*
12:46:20
SQ
* Goblin Ambusher: Starting turn.
12:46:20
SQ
defensive score: 3
12:46:20
SQ
defensive threshold: 2.71955
12:46:20
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
12:46:20
SQ
-> Behavior picked: Defend (90)
12:46:20
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:46:20
SQ
* Goblin Ambusher: Waiting until others have moved!
12:46:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:20
SQ
Turn started for Goblin Skirmisher
12:46:20
SQ
*
12:46:20
SQ
* Goblin Skirmisher: Starting turn.
12:46:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:46:21
SQ
defensive score: 3
12:46:21
SQ
defensive threshold: 2.71955
12:46:21
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:46:21
SQ
-> Behavior picked: Defend (90)
12:46:21
SQ
* Goblin Skirmisher: Going for defensive position.
12:46:21
SQ
defensive score: 3
12:46:21
SQ
defensive threshold: 2.71955
12:46:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:21
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
12:46:21
SQ
-> Behavior picked: Defend (22.5)
12:46:21
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:21
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:21
SQ
Turn started for Goblin Skirmisher
12:46:21
SQ
*
12:46:21
SQ
* Goblin Skirmisher: Starting turn.
12:46:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:21
SQ
defensive score: 3
12:46:21
SQ
defensive threshold: 2.71955
12:46:21
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:46:21
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:46:21
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:46:21
SQ
defensive score: 3
12:46:21
SQ
defensive threshold: 2.71955
12:46:21
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:46:21
SQ
-> Behavior picked: Defend (90)
12:46:21
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:21
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:22
SQ
Turn started for Goblin Skirmisher
12:46:22
SQ
*
12:46:22
SQ
* Goblin Skirmisher: Starting turn.
12:46:22
Resource
Loading: music/goblins_01.music
12:46:22
Resource
Unloading: music/worldmap_05.music
12:46:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:22
SQ
defensive score: 3
12:46:22
SQ
defensive threshold: 2.71955
12:46:22
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:46:22
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:46:22
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:46:22
SQ
defensive score: 3
12:46:22
SQ
defensive threshold: 2.71955
12:46:22
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:46:22
SQ
-> Behavior picked: Defend (90)
12:46:22
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:22
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:22
SQ
Turn started for Goblin Skirmisher
12:46:22
SQ
*
12:46:22
SQ
* Goblin Skirmisher: Starting turn.
12:46:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:23
SQ
defensive score: 3
12:46:23
SQ
defensive threshold: 2.71955
12:46:23
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:46:23
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:46:23
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:46:23
SQ
defensive score: 3
12:46:23
SQ
defensive threshold: 2.71955
12:46:23
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:46:23
SQ
-> Behavior picked: Defend (90)
12:46:23
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:23
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:23
SQ
Turn started for Goblin Skirmisher
12:46:23
SQ
*
12:46:23
SQ
* Goblin Skirmisher: Starting turn.
12:46:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:23
SQ
defensive score: 3
12:46:23
SQ
defensive threshold: 2.71955
12:46:23
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:46:23
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:46:23
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:46:23
SQ
defensive score: 3
12:46:23
SQ
defensive threshold: 2.71955
12:46:24
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:46:24
SQ
-> Behavior picked: Defend (90)
12:46:24
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:24
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:24
SQ
Turn started for Goblin Skirmisher
12:46:24
SQ
*
12:46:24
SQ
* Goblin Skirmisher: Starting turn.
12:46:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:24
SQ
defensive score: 3
12:46:24
SQ
defensive threshold: 2.71955
12:46:24
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:46:24
SQ
-> Behavior picked: Defend (90)
12:46:24
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:24
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:24
SQ
Turn started for Goblin Skirmisher
12:46:24
SQ
*
12:46:24
SQ
* Goblin Skirmisher: Starting turn.
12:46:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:25
SQ
defensive score: 3
12:46:25
SQ
defensive threshold: 2.71955
12:46:25
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:46:25
SQ
-> Behavior picked: Defend (90)
12:46:25
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:25
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:25
SQ
Turn started for Goblin Skirmisher
12:46:25
SQ
*
12:46:25
SQ
* Goblin Skirmisher: Starting turn.
12:46:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:25
SQ
defensive score: 3
12:46:25
SQ
defensive threshold: 2.71955
12:46:25
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:46:25
SQ
-> Behavior picked: Defend (90)
12:46:25
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:25
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:25
SQ
Turn started for Goblin Skirmisher
12:46:25
SQ
*
12:46:25
SQ
* Goblin Skirmisher: Starting turn.
12:46:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:26
SQ
defensive score: 3
12:46:26
SQ
defensive threshold: 2.71955
12:46:26
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:46:26
SQ
-> Behavior picked: Defend (90)
12:46:26
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:26
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:26
SQ
Turn started for Goblin Skirmisher
12:46:26
SQ
*
12:46:26
SQ
* Goblin Skirmisher: Starting turn.
12:46:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:26
SQ
defensive score: 3
12:46:26
SQ
defensive threshold: 2.71955
12:46:26
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:46:26
SQ
-> Behavior picked: Defend (90)
12:46:26
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:26
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:46:27
SQ
Turn started for Goblin Skirmisher
12:46:27
SQ
*
12:46:27
SQ
* Goblin Skirmisher: Starting turn.
12:46:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:46:27
SQ
defensive score: 3
12:46:27
SQ
defensive threshold: 2.71955
12:46:27
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
12:46:27
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
12:46:27
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:46:27
SQ
defensive score: 3
12:46:27
SQ
defensive threshold: 2.71955
12:46:27
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
12:46:27
SQ
-> Behavior picked: Defend (90)
12:46:27
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:46:27
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:46:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:46:28
SQ
Turn started for Ragnar the Blade
12:46:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:46:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:46:34
SQ
Turn started for Torleif
12:46:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:46:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:46:38
SQ
Turn started for Thorismund Balduric
12:46:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:46:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:46:46
SQ
Turn started for Svein
12:46:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:46:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:46:50
SQ
Turn started for Gothart
12:46:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:46:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:46:56
SQ
Turn started for Goblin Overseer
12:46:56
SQ
*
12:46:56
SQ
* Goblin Overseer: Starting turn.
12:46:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:46:56
SQ
defensive score: 3
12:46:56
SQ
defensive threshold: 2.71955
12:46:56
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Roam (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), BreakFree (0), Flee (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Roam (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), BreakFree (0), Flee (0)
12:46:56
SQ
-> Behavior picked: BoostMorale (105)
12:46:56
SQ
Goblin Overseer uses skill Whip
12:46:56
SQ
defensive score: 3
12:46:56
SQ
defensive threshold: 2.71955
12:46:56
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Flee (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Roam (0)
12:46:56
SQ
-> Behavior picked: BoostMorale (105)
12:46:56
SQ
Goblin Overseer uses skill Whip
12:46:56
SQ
defensive score: 3
12:46:56
SQ
defensive threshold: 2.71955
12:46:56
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0), Reload (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0)
12:46:56
SQ
-> Behavior picked: BoostMorale (105)
12:46:56
SQ
Goblin Overseer uses skill Whip
12:46:56
SQ
defensive score: 3
12:46:56
SQ
defensive threshold: 2.71955
12:46:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Reload (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), BoostMorale (0)
Idle (1)(*), Retreat (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Reload (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), BoostMorale (0)
12:46:56
SQ
-> Behavior picked: Idle (1)
12:46:56
SQ
* Goblin Overseer: Ending Turn with 0 of 9 AP left.
12:46:56
SQ
* ---------------------------------------------------
12:46:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:46:57
SQ
Turn started for Gunnar the Hound
12:46:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:46:59
SQ
TurnSequenceBar::entityWaitTurn(Gunnar the Hound)
12:47:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:47:00
SQ
Turn started for Gerhard
12:47:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:47:00
SQ
TurnSequenceBar::entityWaitTurn(Gerhard)
12:47:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:47:01
SQ
Turn started for Alantyr the Swift
12:47:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:47:04
SQ
Skill [Hidden] removed from [Alantyr the Swift].
12:47:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:47:08
SQ
Turn started for Alfgeir
12:47:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:47:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:47:14
SQ
Turn started for Bjarne
12:47:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:47:23
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
12:47:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:47:23
SQ
Turn started for Palaemon the Oldguard
12:47:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:47:24
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
12:47:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:47:24
SQ
Turn started for Winrich
12:47:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:47:24
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
12:47:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:47:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:47:25
SQ
defensive score: 3
12:47:25
SQ
defensive threshold: 2.71955
12:47:25
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0)
12:47:25
SQ
-> Behavior picked: Defend (22.5)
12:47:25
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:47:25
SQ
* Goblin Ambusher: Holding defensive position.
12:47:25
SQ
defensive score: 3
12:47:25
SQ
defensive threshold: 2.71955
12:47:25
SQ
-> Behaviors to pick from:
Idle (50)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
12:47:25
SQ
-> Behavior picked: Idle (50)
12:47:25
SQ
* Goblin Ambusher: Ending Turn with 5 of 9 AP left.
12:47:25
SQ
* ---------------------------------------------------
12:47:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:47:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:47:26
SQ
defensive score: 3
12:47:26
SQ
defensive threshold: 2.71955
12:47:26
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
12:47:26
SQ
-> Behavior picked: Defend (22.5)
12:47:26
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:47:26
SQ
* Goblin Ambusher: Holding defensive position.
12:47:26
SQ
defensive score: 3
12:47:26
SQ
defensive threshold: 2.71955
12:47:26
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
12:47:26
SQ
-> Behavior picked: Idle (50)
12:47:26
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:47:26
SQ
* ---------------------------------------------------
12:47:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:47:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:47:26
SQ
defensive score: 3
12:47:26
SQ
defensive threshold: 2.71955
12:47:26
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0)
12:47:26
SQ
-> Behavior picked: Defend (22.5)
12:47:26
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:47:26
SQ
* Goblin Ambusher: Holding defensive position.
12:47:26
SQ
defensive score: 3
12:47:26
SQ
defensive threshold: 2.71955
12:47:26
SQ
-> Behaviors to pick from:
Idle (50)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
12:47:26
SQ
-> Behavior picked: Idle (50)
12:47:26
SQ
* Goblin Ambusher: Ending Turn with 7 of 9 AP left.
12:47:26
SQ
* ---------------------------------------------------
12:47:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:47:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:47:27
SQ
defensive score: 3
12:47:27
SQ
defensive threshold: 2.71955
12:47:27
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
12:47:27
SQ
-> Behavior picked: Defend (22.5)
12:47:27
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:47:27
SQ
* Goblin Ambusher: Holding defensive position.
12:47:27
SQ
defensive score: 3
12:47:27
SQ
defensive threshold: 2.71955
12:47:27
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
12:47:27
SQ
-> Behavior picked: Idle (50)
12:47:27
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:47:27
SQ
* ---------------------------------------------------
12:47:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:28
SQ
defensive score: 3
12:47:28
SQ
defensive threshold: 2.71955
12:47:28
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0)
12:47:28
SQ
-> Behavior picked: Defend (22.5)
12:47:28
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:28
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:28
SQ
defensive score: 3
12:47:28
SQ
defensive threshold: 2.71955
12:47:28
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Melee (0), Defend.Shieldwall (0), Retreat (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0), Defend (0)
Idle (50)(*), Engage.Melee (0), Defend.Shieldwall (0), Retreat (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0), Defend (0)
12:47:28
SQ
-> Behavior picked: Idle (50)
12:47:28
SQ
* Goblin Skirmisher: Ending Turn with 5 of 9 AP left.
12:47:28
SQ
* ---------------------------------------------------
12:47:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:28
SQ
defensive score: 3
12:47:28
SQ
defensive threshold: 2.71955
12:47:28
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
12:47:28
SQ
-> Behavior picked: Defend (22.5)
12:47:28
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:28
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:28
SQ
defensive score: 3
12:47:28
SQ
defensive threshold: 2.71955
12:47:28
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
12:47:28
SQ
-> Behavior picked: Idle (50)
12:47:28
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:28
SQ
* ---------------------------------------------------
12:47:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:29
SQ
defensive score: 3
12:47:29
SQ
defensive threshold: 2.71955
12:47:29
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
12:47:29
SQ
-> Behavior picked: Defend (22.5)
12:47:29
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:29
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:29
SQ
defensive score: 3
12:47:29
SQ
defensive threshold: 2.71955
12:47:29
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
12:47:29
SQ
-> Behavior picked: Idle (50)
12:47:29
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:29
SQ
* ---------------------------------------------------
12:47:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:30
SQ
defensive score: 3
12:47:30
SQ
defensive threshold: 2.71955
12:47:30
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
12:47:30
SQ
-> Behavior picked: Defend (22.5)
12:47:30
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:30
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:30
SQ
defensive score: 3
12:47:30
SQ
defensive threshold: 2.71955
12:47:30
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
12:47:30
SQ
-> Behavior picked: Idle (50)
12:47:30
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:30
SQ
* ---------------------------------------------------
12:47:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:30
SQ
defensive score: 3
12:47:30
SQ
defensive threshold: 2.71955
12:47:30
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
12:47:30
SQ
-> Behavior picked: Defend (22.5)
12:47:30
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:30
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:30
SQ
defensive score: 3
12:47:30
SQ
defensive threshold: 2.71955
12:47:31
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
12:47:31
SQ
-> Behavior picked: Idle (50)
12:47:31
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:31
SQ
* ---------------------------------------------------
12:47:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:31
SQ
defensive score: 3
12:47:31
SQ
defensive threshold: 2.71955
12:47:31
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
12:47:31
SQ
-> Behavior picked: Defend (22.5)
12:47:31
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:31
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:31
SQ
defensive score: 3
12:47:31
SQ
defensive threshold: 2.71955
12:47:31
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
12:47:31
SQ
-> Behavior picked: Idle (50)
12:47:31
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:31
SQ
* ---------------------------------------------------
12:47:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:32
SQ
defensive score: 3
12:47:32
SQ
defensive threshold: 2.71955
12:47:32
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
12:47:32
SQ
-> Behavior picked: Defend (22.5)
12:47:32
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:32
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:32
SQ
defensive score: 3
12:47:32
SQ
defensive threshold: 2.71955
12:47:32
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
12:47:32
SQ
-> Behavior picked: Idle (50)
12:47:32
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:32
SQ
* ---------------------------------------------------
12:47:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:32
SQ
defensive score: 3
12:47:32
SQ
defensive threshold: 2.71955
12:47:32
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
12:47:32
SQ
-> Behavior picked: Defend (22.5)
12:47:32
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:32
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:32
SQ
defensive score: 3
12:47:32
SQ
defensive threshold: 2.71955
12:47:33
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
12:47:33
SQ
-> Behavior picked: Idle (50)
12:47:33
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:33
SQ
* ---------------------------------------------------
12:47:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:33
SQ
defensive score: 3
12:47:33
SQ
defensive threshold: 2.71955
12:47:33
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
Defend (22.5)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0)
12:47:33
SQ
-> Behavior picked: Defend (22.5)
12:47:33
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:33
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:33
SQ
defensive score: 3
12:47:33
SQ
defensive threshold: 2.71955
12:47:33
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend (0)
12:47:33
SQ
-> Behavior picked: Idle (50)
12:47:33
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:33
SQ
* ---------------------------------------------------
12:47:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:34
SQ
defensive score: 3
12:47:34
SQ
defensive threshold: 2.71955
12:47:34
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (178.5)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (178.5)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
12:47:34
SQ
-> Behavior picked: SwitchTo.Ranged (178.5)
12:47:34
SQ
* Goblin Skirmisher: Switching to ranged weapon!
12:47:34
SQ
defensive score: 3
12:47:34
SQ
defensive threshold: 2.71955
12:47:34
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:47:34
SQ
-> Behavior picked: Defend (22.5)
12:47:34
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:34
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:34
SQ
defensive score: 3
12:47:34
SQ
defensive threshold: 2.71955
12:47:34
SQ
-> Behaviors to pick from:
Idle (50)(*), BreakFree (0), Attack.Puncture (0), Retreat (0), Attack.ThrowNet (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), BreakFree (0), Attack.Puncture (0), Retreat (0), Attack.ThrowNet (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
12:47:34
SQ
-> Behavior picked: Idle (50)
12:47:34
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:34
SQ
* ---------------------------------------------------
12:47:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:47:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:47:34
SQ
defensive score: 3
12:47:34
SQ
defensive threshold: 2.71955
12:47:35
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
12:47:35
SQ
-> Behavior picked: Defend (22.5)
12:47:35
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:47:35
SQ
* Goblin Skirmisher: Holding defensive position.
12:47:35
SQ
defensive score: 3
12:47:35
SQ
defensive threshold: 2.71955
12:47:35
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0)
12:47:35
SQ
-> Behavior picked: Idle (50)
12:47:35
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:47:35
SQ
* ---------------------------------------------------
12:47:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:47:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:47:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:47:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:47:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:47:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:47:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:47:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:47:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:47:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:47:58
SQ
INFO: Next round issued: 2
12:47:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:47:59
SQ
Turn started for Goblin Ambusher
12:47:59
SQ
*
12:47:59
SQ
* Goblin Ambusher: Starting turn.
12:47:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:47:59
SQ
defensive score: 3
12:47:59
SQ
defensive threshold: 2.71955
12:47:59
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
12:47:59
SQ
-> Behavior picked: Defend (90)
12:47:59
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:47:59
SQ
* Goblin Ambusher: Waiting until others have moved!
12:47:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:47:59
SQ
Turn started for Goblin Ambusher
12:47:59
SQ
*
12:47:59
SQ
* Goblin Ambusher: Starting turn.
12:48:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:48:00
SQ
defensive score: 3
12:48:00
SQ
defensive threshold: 2.71955
12:48:00
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
12:48:00
SQ
-> Behavior picked: Defend (90)
12:48:00
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:48:00
SQ
* Goblin Ambusher: Waiting until others have moved!
12:48:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:48:00
SQ
Turn started for Goblin Ambusher
12:48:00
SQ
*
12:48:00
SQ
* Goblin Ambusher: Starting turn.
12:48:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:48:00
SQ
defensive score: 3
12:48:00
SQ
defensive threshold: 2.71955
12:48:00
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
12:48:00
SQ
-> Behavior picked: Defend (90)
12:48:00
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:48:00
SQ
* Goblin Ambusher: Waiting until others have moved!
12:48:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:48:00
SQ
Turn started for Goblin Ambusher
12:48:00
SQ
*
12:48:00
SQ
* Goblin Ambusher: Starting turn.
12:48:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:48:01
SQ
defensive score: 3
12:48:01
SQ
defensive threshold: 2.71955
12:48:01
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
12:48:01
SQ
-> Behavior picked: Defend (90)
12:48:01
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:48:01
SQ
* Goblin Ambusher: Waiting until others have moved!
12:48:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:48:01
SQ
Turn started for Ragnar the Blade
12:48:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:48:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:09
SQ
Turn started for Goblin Skirmisher
12:48:09
SQ
*
12:48:09
SQ
* Goblin Skirmisher: Starting turn.
12:48:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:09
SQ
defensive score: 3
12:48:09
SQ
defensive threshold: 2.71955
12:48:09
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
12:48:09
SQ
-> Behavior picked: Defend (90)
12:48:09
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:09
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:09
SQ
Turn started for Goblin Skirmisher
12:48:09
SQ
*
12:48:09
SQ
* Goblin Skirmisher: Starting turn.
12:48:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:10
SQ
defensive score: 3
12:48:10
SQ
defensive threshold: 2.71955
12:48:10
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
12:48:10
SQ
-> Behavior picked: Defend (90)
12:48:10
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:10
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:10
SQ
Turn started for Goblin Skirmisher
12:48:10
SQ
*
12:48:10
SQ
* Goblin Skirmisher: Starting turn.
12:48:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:10
SQ
defensive score: 3
12:48:10
SQ
defensive threshold: 2.71955
12:48:10
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
12:48:10
SQ
-> Behavior picked: Defend (90)
12:48:10
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:10
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:48:11
SQ
Turn started for Torleif
12:48:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:48:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:18
SQ
Turn started for Goblin Skirmisher
12:48:18
SQ
*
12:48:18
SQ
* Goblin Skirmisher: Starting turn.
12:48:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:18
SQ
defensive score: 3
12:48:18
SQ
defensive threshold: 2.71955
12:48:19
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
12:48:19
SQ
-> Behavior picked: Defend (90)
12:48:19
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:19
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:19
SQ
Turn started for Goblin Skirmisher
12:48:19
SQ
*
12:48:19
SQ
* Goblin Skirmisher: Starting turn.
12:48:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:19
SQ
defensive score: 3
12:48:19
SQ
defensive threshold: 2.71955
12:48:19
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0), Retreat (0), Engage.Melee (0)
Defend (90)(*), Idle (1), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), BreakFree (0), Retreat (0), Engage.Melee (0)
12:48:19
SQ
-> Behavior picked: Defend (90)
12:48:19
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:19
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:19
SQ
Turn started for Goblin Skirmisher
12:48:19
SQ
*
12:48:19
SQ
* Goblin Skirmisher: Starting turn.
12:48:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:20
SQ
defensive score: 3
12:48:20
SQ
defensive threshold: 2.71955
12:48:20
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.ThrowNet (0), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
Defend (90)(*), Idle (1), Attack.ThrowNet (0), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
12:48:20
SQ
-> Behavior picked: Defend (90)
12:48:20
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:20
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:20
SQ
Turn started for Goblin Skirmisher
12:48:20
SQ
*
12:48:20
SQ
* Goblin Skirmisher: Starting turn.
12:48:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:20
SQ
defensive score: 3
12:48:20
SQ
defensive threshold: 2.71955
12:48:20
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
12:48:20
SQ
-> Behavior picked: Defend (90)
12:48:21
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:21
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:21
SQ
Turn started for Goblin Skirmisher
12:48:21
SQ
*
12:48:21
SQ
* Goblin Skirmisher: Starting turn.
12:48:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:22
SQ
defensive score: 3
12:48:22
SQ
defensive threshold: 2.71955
12:48:22
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
12:48:22
SQ
-> Behavior picked: Defend (90)
12:48:22
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:22
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:22
SQ
Turn started for Goblin Skirmisher
12:48:22
SQ
*
12:48:22
SQ
* Goblin Skirmisher: Starting turn.
12:48:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:23
SQ
defensive score: 3
12:48:23
SQ
defensive threshold: 2.71955
12:48:23
SQ
-> Behaviors to pick from:
Defend.Spearwall (152.675)(*), Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Swing (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
Defend.Spearwall (152.675)(*), Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Swing (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
12:48:23
SQ
-> Behavior picked: Defend.Spearwall (152.675)
12:48:23
SQ
* Goblin Skirmisher: Using Spearwall!
12:48:23
SQ
Goblin Skirmisher uses skill Spearwall
12:48:23
SQ
defensive score: 3
12:48:23
SQ
defensive threshold: 2.71955
12:48:23
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Swing (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Swing (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0)
12:48:23
SQ
-> Behavior picked: Defend (22.5)
12:48:24
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:24
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:25
SQ
Turn started for Goblin Skirmisher
12:48:25
SQ
*
12:48:25
SQ
* Goblin Skirmisher: Starting turn.
12:48:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:25
SQ
defensive score: 3
12:48:25
SQ
defensive threshold: 2.71955
12:48:25
SQ
-> Behaviors to pick from:
Defend.Spearwall (152.341)(*), Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Swing (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
Defend.Spearwall (152.341)(*), Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Swing (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
12:48:25
SQ
-> Behavior picked: Defend.Spearwall (152.341)
12:48:25
SQ
* Goblin Skirmisher: Using Spearwall!
12:48:25
SQ
Goblin Skirmisher uses skill Spearwall
12:48:25
SQ
defensive score: 3
12:48:25
SQ
defensive threshold: 2.71955
12:48:26
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Swing (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Swing (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0)
12:48:26
SQ
-> Behavior picked: Defend (22.5)
12:48:26
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:26
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:48:27
SQ
Turn started for Goblin Skirmisher
12:48:27
SQ
*
12:48:27
SQ
* Goblin Skirmisher: Starting turn.
12:48:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:48:27
SQ
defensive score: 3
12:48:27
SQ
defensive threshold: 2.71955
12:48:27
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
Defend (90)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0)
12:48:27
SQ
-> Behavior picked: Defend (90)
12:48:27
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:48:27
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:48:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:48:27
SQ
Turn started for Thorismund Balduric
12:48:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:48:33
SQ
Skill [Hidden] removed from [Thorismund Balduric].
12:48:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:48:35
SQ
Turn started for Svein
12:48:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:48:37
SQ
Skill [Hidden] removed from [Svein].
12:48:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:48:38
SQ
Turn started for Goblin Overseer
12:48:38
SQ
*
12:48:38
SQ
* Goblin Overseer: Starting turn.
12:48:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:48:39
SQ
defensive score: 3
12:48:39
SQ
defensive threshold: 2.71955
12:48:39
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Idle (1), Attack.Puncture (0), Reload (0), Roam (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0)
BoostMorale (105)(*), Idle (1), Attack.Puncture (0), Reload (0), Roam (0), BreakFree (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0)
12:48:39
SQ
-> Behavior picked: BoostMorale (105)
12:48:39
SQ
Goblin Overseer uses skill Whip
12:48:39
SQ
defensive score: 3
12:48:39
SQ
defensive threshold: 2.71955
12:48:39
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Roam (10), Idle (1), Engage.Ranged (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Flee (0), Attack.Bow (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
BoostMorale (105)(*), Roam (10), Idle (1), Engage.Ranged (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Flee (0), Attack.Bow (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
12:48:39
SQ
-> Behavior picked: BoostMorale (105)
12:48:39
SQ
Goblin Overseer uses skill Whip
12:48:39
SQ
defensive score: 3
12:48:39
SQ
defensive threshold: 2.71955
12:48:39
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Roam (10), Idle (1), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0), Flee (0), Engage.Ranged (0)
BoostMorale (105)(*), Roam (10), Idle (1), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Attack.Bow (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0), Flee (0), Engage.Ranged (0)
12:48:39
SQ
-> Behavior picked: BoostMorale (105)
12:48:39
SQ
Goblin Overseer uses skill Whip
12:48:41
SQ
defensive score: 3
12:48:41
SQ
defensive threshold: 2.71955
12:48:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Reload (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0), Roam (0), Engage.Ranged (0), BoostMorale (0)
Idle (1)(*), Attack.Puncture (0), Reload (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0), Roam (0), Engage.Ranged (0), BoostMorale (0)
12:48:41
SQ
-> Behavior picked: Idle (1)
12:48:41
SQ
* Goblin Overseer: Ending Turn with 0 of 9 AP left.
12:48:41
SQ
* ---------------------------------------------------
12:48:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:48:42
SQ
Turn started for Gothart
12:48:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:48:45
SQ
Skill [Hidden] removed from [Gothart].
12:48:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:48:47
SQ
Turn started for Alfgeir
12:48:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:48:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:48:55
SQ
Turn started for Alantyr the Swift
12:48:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:48:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:48:59
SQ
Turn started for Gerhard
12:49:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:49:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:49:06
SQ
Turn started for Winrich
12:49:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:49:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:49:10
SQ
Turn started for Gunnar the Hound
12:49:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:49:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:49:13
SQ
Turn started for Palaemon the Oldguard
12:49:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:49:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:49:16
SQ
Turn started for Bjarne
12:49:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:49:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:49:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:49:21
SQ
defensive score: 3
12:49:21
SQ
defensive threshold: 2.71955
12:49:21
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
Defend (22.5)(*), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
12:49:21
SQ
-> Behavior picked: Defend (22.5)
12:49:21
SQ
* Goblin Ambusher: Holding defensive position.
12:49:21
SQ
defensive score: 3
12:49:21
SQ
defensive threshold: 2.71955
12:49:21
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Ranged (0), Attack.Puncture (0), Flee (0), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Defend (0)
Idle (50)(*), Engage.Ranged (0), Attack.Puncture (0), Flee (0), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Defend (0)
12:49:21
SQ
-> Behavior picked: Idle (50)
12:49:21
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:49:21
SQ
* ---------------------------------------------------
12:49:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:49:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:49:22
SQ
defensive score: 3
12:49:22
SQ
defensive threshold: 2.71955
12:49:22
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
Defend (22.5)(*), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
12:49:22
SQ
-> Behavior picked: Defend (22.5)
12:49:22
SQ
* Goblin Ambusher: Holding defensive position.
12:49:22
SQ
defensive score: 3
12:49:22
SQ
defensive threshold: 2.71955
12:49:22
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Ranged (0), Attack.Puncture (0), Flee (0), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Defend (0)
Idle (50)(*), Engage.Ranged (0), Attack.Puncture (0), Flee (0), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Defend (0)
12:49:22
SQ
-> Behavior picked: Idle (50)
12:49:22
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:49:22
SQ
* ---------------------------------------------------
12:49:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:49:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:49:23
SQ
defensive score: 3
12:49:23
SQ
defensive threshold: 2.71955
12:49:23
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Ranged (0), Flee (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
Defend (22.5)(*), Idle (1), Engage.Ranged (0), Flee (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
12:49:23
SQ
-> Behavior picked: Defend (22.5)
12:49:23
SQ
* Goblin Ambusher: Holding defensive position.
12:49:23
SQ
defensive score: 3
12:49:23
SQ
defensive threshold: 2.71955
12:49:23
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Bow (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Defend (0)
Idle (50)(*), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Bow (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Defend (0)
12:49:23
SQ
-> Behavior picked: Idle (50)
12:49:23
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:49:23
SQ
* ---------------------------------------------------
12:49:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:49:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:49:23
SQ
defensive score: 3
12:49:23
SQ
defensive threshold: 2.71955
12:49:23
SQ
-> Behaviors to pick from:
Attack.Bow (95.5228)(*), Idle (1), Defend (0.351563), Engage.Ranged (0), Flee (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Bow (95.5228)(*), Idle (1), Defend (0.351563), Engage.Ranged (0), Flee (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
12:49:23
SQ
-> Behavior picked: Attack.Bow (95.5228)
12:49:24
SQ
* Goblin Ambusher: Using Quick Shot against Torleif!
12:49:24
SQ
Goblin Ambusher uses skill Quick Shot
12:49:26
SQ
defensive score: 3
12:49:26
SQ
defensive threshold: 2.71955
12:49:26
SQ
-> Behaviors to pick from:
Attack.Bow (75.0081)(*), Idle (1), Defend (0.351563), Flee (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0)
Attack.Bow (75.0081)(*), Idle (1), Defend (0.351563), Flee (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0)
12:49:26
SQ
-> Behavior picked: Attack.Bow (75.0081)
12:49:26
SQ
* Goblin Ambusher: Using Quick Shot against Torleif!
12:49:26
SQ
Goblin Ambusher uses skill Quick Shot
12:49:27
SQ
defensive score: 3
12:49:27
SQ
defensive threshold: 2.71955
12:49:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Defend (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Bow (0)
12:49:27
SQ
-> Behavior picked: Idle (1)
12:49:27
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:49:27
SQ
* ---------------------------------------------------
12:49:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:28
SQ
defensive score: 3
12:49:28
SQ
defensive threshold: 2.71955
12:49:28
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0)
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0)
12:49:28
SQ
-> Behavior picked: Defend (22.5)
12:49:28
SQ
* Goblin Skirmisher: Holding defensive position.
12:49:28
SQ
defensive score: 3
12:49:28
SQ
defensive threshold: 2.71955
12:49:28
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend (0)
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend (0)
12:49:28
SQ
-> Behavior picked: Idle (50)
12:49:28
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:49:28
SQ
* ---------------------------------------------------
12:49:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:28
SQ
defensive score: 3
12:49:28
SQ
defensive threshold: 2.71955
12:49:28
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0)
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0)
12:49:28
SQ
-> Behavior picked: Defend (22.5)
12:49:28
SQ
* Goblin Skirmisher: Holding defensive position.
12:49:28
SQ
defensive score: 3
12:49:28
SQ
defensive threshold: 2.71955
12:49:29
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend (0)
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend (0)
12:49:29
SQ
-> Behavior picked: Idle (50)
12:49:29
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:49:29
SQ
* ---------------------------------------------------
12:49:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:29
SQ
defensive score: 3
12:49:29
SQ
defensive threshold: 2.71955
12:49:29
SQ
-> Behaviors to pick from:
Attack.Default (14.766)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Split (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Defend (0)
Attack.Default (14.766)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Split (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Defend (0)
12:49:29
SQ
-> Behavior picked: Attack.Default (14.766)
12:49:29
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:49:29
SQ
Goblin Skirmisher uses skill Throw Bola
12:49:29
Resource
Loading: sounds/combat/throw_ball_01.wav
12:49:30
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:49:30
SQ
defensive score: 3
12:49:30
SQ
defensive threshold: 2.71955
12:49:30
SQ
-> Behaviors to pick from:
Attack.Default (14.6459)(*), Idle (1), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Attack.Split (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Defend (0), Defend.Knockback (0)
Attack.Default (14.6459)(*), Idle (1), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Attack.Split (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Defend (0), Defend.Knockback (0)
12:49:30
SQ
-> Behavior picked: Attack.Default (14.6459)
12:49:30
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:49:30
SQ
Goblin Skirmisher uses skill Throw Bola
12:49:30
Resource
Loading: sounds/combat/throw_ball_02.wav
12:49:31
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:49:32
SQ
defensive score: 3
12:49:32
SQ
defensive threshold: 2.71955
12:49:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Roam (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Flee (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), Defend.Spearwall (0), Roam (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Flee (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Default (0)
12:49:32
SQ
-> Behavior picked: Idle (1)
12:49:32
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:49:32
SQ
* ---------------------------------------------------
12:49:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:32
SQ
defensive score: 3
12:49:32
SQ
defensive threshold: 2.71955
12:49:32
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0)
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0)
12:49:32
SQ
-> Behavior picked: Defend (22.5)
12:49:32
SQ
* Goblin Skirmisher: Holding defensive position.
12:49:32
SQ
defensive score: 3
12:49:32
SQ
defensive threshold: 2.71955
12:49:32
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend (0)
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend (0)
12:49:32
SQ
-> Behavior picked: Idle (50)
12:49:32
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:49:32
SQ
* ---------------------------------------------------
12:49:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:33
SQ
defensive score: 3
12:49:33
SQ
defensive threshold: 2.71955
12:49:33
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0)
Defend (22.5)(*), Idle (1), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0)
12:49:33
SQ
-> Behavior picked: Defend (22.5)
12:49:33
SQ
* Goblin Skirmisher: Holding defensive position.
12:49:33
SQ
defensive score: 3
12:49:33
SQ
defensive threshold: 2.71955
12:49:33
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Defend (0)
Idle (50)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Defend (0)
12:49:33
SQ
-> Behavior picked: Idle (50)
12:49:33
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:49:33
SQ
* ---------------------------------------------------
12:49:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:34
SQ
defensive score: 3
12:49:34
SQ
defensive threshold: 2.71955
12:49:34
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Split (0)
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Split (0)
12:49:34
SQ
-> Behavior picked: Defend (22.5)
12:49:34
SQ
* Goblin Skirmisher: Holding defensive position.
12:49:34
SQ
defensive score: 3
12:49:34
SQ
defensive threshold: 2.71955
12:49:34
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Defend.Spearwall (0), Flee (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Split (0), Defend (0)
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Defend.Spearwall (0), Flee (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Split (0), Defend (0)
12:49:34
SQ
-> Behavior picked: Idle (50)
12:49:34
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:49:34
SQ
* ---------------------------------------------------
12:49:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:34
SQ
defensive score: 3
12:49:34
SQ
defensive threshold: 2.71955
12:49:34
SQ
-> Behaviors to pick from:
Defend.Spearwall (153.318)(*), Defend (22.5), Idle (1), Attack.Default (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0)
Defend.Spearwall (153.318)(*), Defend (22.5), Idle (1), Attack.Default (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0)
12:49:34
SQ
-> Behavior picked: Defend.Spearwall (153.318)
12:49:34
SQ
* Goblin Skirmisher: Using Spearwall!
12:49:34
SQ
Goblin Skirmisher uses skill Spearwall
12:49:34
SQ
defensive score: 3
12:49:34
SQ
defensive threshold: 2.71955
12:49:35
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Shieldwall (0), Defend.Riposte (0), Attack.KnockOut (0), BreakFree (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Defend.Shieldwall (0), Defend.Riposte (0), Attack.KnockOut (0), BreakFree (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0)
12:49:35
SQ
-> Behavior picked: Defend (22.5)
12:49:35
SQ
* Goblin Skirmisher: Holding defensive position.
12:49:35
SQ
defensive score: 3
12:49:35
SQ
defensive threshold: 2.71955
12:49:35
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Flee (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0)
Idle (50)(*), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Flee (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0)
12:49:35
SQ
-> Behavior picked: Idle (50)
12:49:35
SQ
* Goblin Skirmisher: Ending Turn with 5 of 9 AP left.
12:49:35
SQ
* ---------------------------------------------------
12:49:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:36
SQ
defensive score: 3
12:49:36
SQ
defensive threshold: 2.71955
12:49:36
SQ
-> Behaviors to pick from:
Defend.Spearwall (153)(*), Defend.Shieldwall (59.6049)(*), Defend (22.5), Idle (1), Attack.Default (0), Roam (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0)
Defend.Spearwall (153)(*), Defend.Shieldwall (59.6049)(*), Defend (22.5), Idle (1), Attack.Default (0), Roam (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0)
12:49:36
SQ
-> Behavior picked: Defend.Spearwall (153)
12:49:36
SQ
* Goblin Skirmisher: Using Spearwall!
12:49:36
SQ
Goblin Skirmisher uses skill Spearwall
12:49:36
SQ
defensive score: 3
12:49:36
SQ
defensive threshold: 2.71955
12:49:36
SQ
-> Behaviors to pick from:
Defend.Shieldwall (56.7813)(*), Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0)
Defend.Shieldwall (56.7813)(*), Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0)
12:49:36
SQ
-> Behavior picked: Defend.Shieldwall (56.7813)
12:49:37
SQ
* Goblin Skirmisher: Using Shieldwall!
12:49:37
SQ
Goblin Skirmisher uses skill Shieldwall
12:49:37
SQ
defensive score: 3
12:49:37
SQ
defensive threshold: 2.71955
12:49:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.Default (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0)
Idle (1)(*), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.Default (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0)
12:49:37
SQ
-> Behavior picked: Idle (1)
12:49:38
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:49:38
SQ
* ---------------------------------------------------
12:49:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:38
SQ
defensive score: 3
12:49:38
SQ
defensive threshold: 2.71955
12:49:38
SQ
-> Behaviors to pick from:
Defend.Shieldwall (56.6321)(*), Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Knockback (0), Attack.Puncture (0), BreakFree (0), Attack.ThrowNet (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0)
Defend.Shieldwall (56.6321)(*), Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Knockback (0), Attack.Puncture (0), BreakFree (0), Attack.ThrowNet (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0)
12:49:38
SQ
-> Behavior picked: Defend.Shieldwall (56.6321)
12:49:38
SQ
* Goblin Skirmisher: Using Shieldwall!
12:49:38
SQ
Goblin Skirmisher uses skill Shieldwall
12:49:38
SQ
defensive score: 3
12:49:38
SQ
defensive threshold: 2.71955
12:49:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Attack.ThrowNet (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.Puncture (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Attack.ThrowNet (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Shieldwall (0)
12:49:38
SQ
-> Behavior picked: Idle (1)
12:49:39
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:49:39
SQ
* ---------------------------------------------------
12:49:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:39
SQ
defensive score: 3
12:49:39
SQ
defensive threshold: 2.71955
12:49:39
SQ
-> Behaviors to pick from:
Defend.Shieldwall (56.4772)(*), Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Knockback (0), Attack.Puncture (0), BreakFree (0), Attack.ThrowNet (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0)
Defend.Shieldwall (56.4772)(*), Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Knockback (0), Attack.Puncture (0), BreakFree (0), Attack.ThrowNet (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0)
12:49:39
SQ
-> Behavior picked: Defend.Shieldwall (56.4772)
12:49:39
SQ
* Goblin Skirmisher: Using Shieldwall!
12:49:39
SQ
Goblin Skirmisher uses skill Shieldwall
12:49:39
SQ
defensive score: 3
12:49:39
SQ
defensive threshold: 2.71955
12:49:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Attack.ThrowNet (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.Puncture (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Attack.ThrowNet (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Shieldwall (0)
12:49:39
SQ
-> Behavior picked: Idle (1)
12:49:40
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:49:40
SQ
* ---------------------------------------------------
12:49:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:40
SQ
defensive score: 3
12:49:40
SQ
defensive threshold: 2.71955
12:49:40
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0)
Defend (22.5)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0)
12:49:40
SQ
-> Behavior picked: Defend (22.5)
12:49:40
SQ
* Goblin Skirmisher: Holding defensive position.
12:49:40
SQ
defensive score: 3
12:49:40
SQ
defensive threshold: 2.71955
12:49:41
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend (0)
Idle (50)(*), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Default (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend (0)
12:49:41
SQ
-> Behavior picked: Idle (50)
12:49:41
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:49:41
SQ
* ---------------------------------------------------
12:49:41
SQ
INFO: Next round issued: 3
12:49:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:49:41
SQ
Turn started for Goblin Ambusher
12:49:41
SQ
*
12:49:41
SQ
* Goblin Ambusher: Starting turn.
12:49:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:49:41
SQ
defensive score: 3
12:49:41
SQ
defensive threshold: 2.71955
12:49:41
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Retreat (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Ranged (0)
Defend (90)(*), Idle (1), Retreat (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Ranged (0)
12:49:41
SQ
-> Behavior picked: Defend (90)
12:49:41
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:49:41
SQ
* Goblin Ambusher: Waiting until others have moved!
12:49:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:49:42
SQ
Turn started for Goblin Ambusher
12:49:42
SQ
*
12:49:42
SQ
* Goblin Ambusher: Starting turn.
12:49:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:49:42
SQ
defensive score: 3
12:49:42
SQ
defensive threshold: 2.71955
12:49:42
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Engage.Ranged (0)
Defend (90)(*), Idle (1), BreakFree (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Engage.Ranged (0)
12:49:42
SQ
-> Behavior picked: Defend (90)
12:49:42
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:49:42
SQ
* Goblin Ambusher: Waiting until others have moved!
12:49:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:49:42
SQ
Turn started for Goblin Ambusher
12:49:42
SQ
*
12:49:42
SQ
* Goblin Ambusher: Starting turn.
12:49:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:49:43
SQ
defensive score: 3
12:49:43
SQ
defensive threshold: 2.71955
12:49:43
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Retreat (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Ranged (0)
Defend (90)(*), Idle (1), Retreat (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Ranged (0)
12:49:43
SQ
-> Behavior picked: Defend (90)
12:49:43
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
12:49:43
SQ
* Goblin Ambusher: Waiting until others have moved!
12:49:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:43
SQ
Turn started for Goblin Skirmisher
12:49:43
SQ
*
12:49:43
SQ
* Goblin Skirmisher: Starting turn.
12:49:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:43
SQ
defensive score: 3
12:49:43
SQ
defensive threshold: 2.71955
12:49:43
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0)
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0)
12:49:43
SQ
-> Behavior picked: Defend (90)
12:49:43
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:49:43
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:49:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:49:44
SQ
Turn started for Ragnar the Blade
12:49:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:49:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:50
SQ
Turn started for Goblin Skirmisher
12:49:50
SQ
*
12:49:50
SQ
* Goblin Skirmisher: Starting turn.
12:49:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:51
SQ
defensive score: 3
12:49:51
SQ
defensive threshold: 2.71955
12:49:51
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0)
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0)
12:49:51
SQ
-> Behavior picked: Defend (90)
12:49:51
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:49:51
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:49:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:51
SQ
Turn started for Goblin Skirmisher
12:49:51
SQ
*
12:49:51
SQ
* Goblin Skirmisher: Starting turn.
12:49:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:51
SQ
defensive score: 3
12:49:51
SQ
defensive threshold: 2.71955
12:49:51
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0)
Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0)
12:49:51
SQ
-> Behavior picked: Defend (90)
12:49:51
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:49:51
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:49:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:52
SQ
Turn started for Goblin Skirmisher
12:49:52
SQ
*
12:49:52
SQ
* Goblin Skirmisher: Starting turn.
12:49:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:52
SQ
defensive score: 3
12:49:52
SQ
defensive threshold: 2.71955
12:49:52
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0)
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0)
12:49:52
SQ
-> Behavior picked: Defend (90)
12:49:52
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:49:52
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:49:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:49:52
SQ
Turn started for Goblin Skirmisher
12:49:52
SQ
*
12:49:52
SQ
* Goblin Skirmisher: Starting turn.
12:49:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:49:53
SQ
defensive score: 3
12:49:53
SQ
defensive threshold: 2.71955
12:49:53
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Puncture (0)
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Puncture (0)
12:49:53
SQ
-> Behavior picked: Defend (90)
12:49:53
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:49:53
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:49:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:49:53
SQ
Turn started for Torleif
12:49:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:50:04
UI
equip item: 55146599
12:50:08
SQ
[Torleif] executes skill [Hook] on target [Goblin Ambusher]
12:50:08
SQ
Torleif uses skill Hook
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:08
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:50:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:50:09
SQ
Turn started for Goblin Skirmisher
12:50:09
SQ
*
12:50:09
SQ
* Goblin Skirmisher: Starting turn.
12:50:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:50:10
SQ
defensive score: 2.8125
12:50:10
SQ
defensive threshold: 2.71955
12:50:10
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0)
Defend (90)(*), Idle (1), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0)
12:50:10
SQ
-> Behavior picked: Defend (90)
12:50:10
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
12:50:10
SQ
* Goblin Skirmisher: Waiting until others have moved!
12:50:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:50:10
SQ
Turn started for Svein
12:50:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:50:15
SQ
[Svein] executes skill [Thrust] on target [Goblin Ambusher]
12:50:15
SQ
Svein uses skill Thrust
12:50:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:50:15
SQ
Turn started for Thorismund Balduric
12:50:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:50:21
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Goblin Skirmisher]
12:50:21
SQ
Thorismund Balduric uses skill Shoot Bolt
12:50:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:50:22
SQ
Turn started for Goblin Ambusher
12:50:22
SQ
*
12:50:22
SQ
* Goblin Ambusher: Starting turn.
12:50:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:50:22
SQ
defensive score: 2.8125
12:50:22
SQ
defensive threshold: 2.71955
12:50:22
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Roam (0), Attack.Default (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Engage.Melee (0), Engage.Ranged (0), Attack.Bow (0), Defend (0)
SwitchTo.Melee (200)(*), Idle (1), Roam (0), Attack.Default (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Engage.Melee (0), Engage.Ranged (0), Attack.Bow (0), Defend (0)
12:50:22
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:50:23
SQ
* Goblin Ambusher: Switching to melee weapon!
12:50:23
SQ
defensive score: 2.8125
12:50:23
SQ
defensive threshold: 2.71955
12:50:23
SQ
-> Behaviors to pick from:
Attack.Puncture (156.77)(*), Attack.Default (58.0541)(*), Idle (1), Engage.Melee (0), Flee (0), Roam (0), Defend (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Retreat (0), SwitchTo.Melee (0)
Attack.Puncture (156.77)(*), Attack.Default (58.0541)(*), Idle (1), Engage.Melee (0), Flee (0), Roam (0), Defend (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Retreat (0), SwitchTo.Melee (0)
12:50:23
SQ
-> Behavior picked: Attack.Default (58.0541)
12:50:23
SQ
* Goblin Ambusher: Using Slash against Torleif!
12:50:23
SQ
Goblin Ambusher uses skill Slash
12:50:23
SQ
defensive score: 2.8125
12:50:23
SQ
defensive threshold: 2.71955
12:50:23
SQ
-> Behaviors to pick from:
Attack.Puncture (136.918)(*), Attack.Default (59.169)(*), Idle (1), Flee (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Defend (0), BreakFree (0), Engage.Melee (0)
Attack.Puncture (136.918)(*), Attack.Default (59.169)(*), Idle (1), Flee (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Defend (0), BreakFree (0), Engage.Melee (0)
12:50:23
SQ
-> Behavior picked: Attack.Default (59.169)
12:50:24
SQ
* Goblin Ambusher: Using Slash against Torleif!
12:50:24
SQ
Goblin Ambusher uses skill Slash
12:50:24
SQ
defensive score: 2.8125
12:50:24
SQ
defensive threshold: 2.71955
12:50:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Attack.Bow (0), Defend (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0)
Idle (1)(*), Roam (0), SwitchTo.Melee (0), Retreat (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Attack.Bow (0), Defend (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0)
12:50:24
SQ
-> Behavior picked: Idle (1)
12:50:24
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:50:24
SQ
* ---------------------------------------------------
12:50:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:50:24
SQ
Turn started for Gothart
12:50:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:50:27
SQ
Skill [Hidden] removed from [Gothart].
12:50:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:50:29
SQ
Turn started for Goblin Skirmisher
12:50:29
SQ
*
12:50:29
SQ
* Goblin Skirmisher: Starting turn.
12:50:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:50:29
SQ
defensive score: 2.8125
12:50:29
SQ
defensive threshold: 2.71955
12:50:29
SQ
-> Behaviors to pick from:
Attack.Default (25.1801)(*), Idle (1), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.SplitShield (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0)
Attack.Default (25.1801)(*), Idle (1), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.SplitShield (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Spearwall (0)
12:50:29
SQ
-> Behavior picked: Attack.Default (25.1801)
12:50:30
SQ
* Goblin Skirmisher: Using Throw Bola against Gothart!
12:50:30
SQ
Goblin Skirmisher uses skill Throw Bola
12:50:30
Resource
Loading: sounds/combat/throw_ball_02.wav
12:50:30
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:50:31
SQ
defensive score: 2.8125
12:50:31
SQ
defensive threshold: 2.71955
12:50:31
SQ
-> Behaviors to pick from:
SwitchTo.Melee (300)(*), Idle (1), Roam (0), Flee (0), Attack.KnockOut (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Attack.Puncture (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0)
SwitchTo.Melee (300)(*), Idle (1), Roam (0), Flee (0), Attack.KnockOut (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Attack.Puncture (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Retreat (0), Defend (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0)
12:50:31
SQ
-> Behavior picked: SwitchTo.Melee (300)
12:50:31
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:50:31
SQ
defensive score: 2.8125
12:50:31
SQ
defensive threshold: 2.71955
12:50:31
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.Swing (0), Flee (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), SwitchTo.Melee (0)
Defend (90)(*), Idle (1), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.Swing (0), Flee (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), SwitchTo.Melee (0)
12:50:31
SQ
-> Behavior picked: Defend (90)
12:50:31
SQ
* Goblin Skirmisher: Going for defensive position.
12:50:32
SQ
defensive score: 2.8125
12:50:32
SQ
defensive threshold: 2.71955
12:50:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0), Attack.Swing (0), Flee (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0), Attack.Swing (0), Flee (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0)
12:50:32
SQ
-> Behavior picked: Idle (1)
12:50:32
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:50:32
SQ
* ---------------------------------------------------
12:50:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:50:32
SQ
Turn started for Goblin Overseer
12:50:32
SQ
*
12:50:32
SQ
* Goblin Overseer: Starting turn.
12:50:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:50:32
SQ
defensive score: 2.8125
12:50:32
SQ
defensive threshold: 2.71955
12:50:32
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Flee (0), Attack.Bow (0), Reload (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Flee (0), Attack.Bow (0), Reload (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0)
12:50:32
SQ
-> Behavior picked: BoostMorale (105)
12:50:32
SQ
Goblin Overseer uses skill Whip
12:50:32
SQ
defensive score: 2.8125
12:50:32
SQ
defensive threshold: 2.71955
12:50:32
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Attack.Bow (0), SwitchTo.Ranged (0), Reload (0), Attack.Puncture (0), Retreat (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Attack.Default (0), Flee (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Attack.Bow (0), SwitchTo.Ranged (0), Reload (0), Attack.Puncture (0), Retreat (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Attack.Default (0), Flee (0)
12:50:32
SQ
-> Behavior picked: BoostMorale (105)
12:50:32
SQ
Goblin Overseer uses skill Whip
12:50:32
SQ
defensive score: 2.8125
12:50:32
SQ
defensive threshold: 2.71955
12:50:32
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Reload (0), Flee (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Attack.Bow (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Reload (0), Flee (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Attack.Bow (0)
12:50:32
SQ
-> Behavior picked: BoostMorale (105)
12:50:32
SQ
Goblin Overseer uses skill Whip
12:50:32
SQ
defensive score: 2.8125
12:50:32
SQ
defensive threshold: 2.71955
12:50:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Flee (0), Attack.Default (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Attack.Puncture (0), Engage.Ranged (0), Attack.Bow (0), BoostMorale (0)
Idle (1)(*), Reload (0), Flee (0), Attack.Default (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Attack.Puncture (0), Engage.Ranged (0), Attack.Bow (0), BoostMorale (0)
12:50:32
SQ
-> Behavior picked: Idle (1)
12:50:32
SQ
* Goblin Overseer: Ending Turn with 0 of 9 AP left.
12:50:32
SQ
* ---------------------------------------------------
12:50:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:50:33
SQ
Turn started for Gerhard
12:50:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:50:43
SQ
[Gerhard] executes skill [Shieldwall] on target [Gerhard]
12:50:43
SQ
Gerhard uses skill Shieldwall
12:50:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:50:48
SQ
Turn started for Alfgeir
12:50:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:50:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:50:56
SQ
Turn started for Goblin Skirmisher
12:50:56
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
12:50:56
SQ
*
12:50:56
SQ
* Goblin Skirmisher: Starting turn.
12:50:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:50:57
SQ
-> Behaviors to pick from:
Engage.Melee (63.2411)(*), Idle (1), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Attack.KnockOut (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0)
Engage.Melee (63.2411)(*), Idle (1), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.ThrowNet (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Attack.KnockOut (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0)
12:50:57
SQ
-> Behavior picked: Engage.Melee (63.2411)
12:50:57
SQ
* Goblin Skirmisher: Engaging to melee range with Winrich (not visible), accepted_distance=0
12:50:58
SQ
* Goblin Skirmisher: Reached engage destination
12:50:58
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Attack.Split (0), Defend.Knockback (0), Attack.Default (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0)
12:50:58
SQ
-> Behavior picked: Idle (1)
12:50:58
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:50:58
SQ
* ---------------------------------------------------
12:50:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:50:58
SQ
Turn started for Winrich
12:50:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:51:01
SQ
[Winrich] executes skill [Slash] on target [Goblin Skirmisher]
12:51:01
SQ
Winrich uses skill Slash
12:51:02
SQ
[Winrich] executes skill [Slash] on target [Goblin Skirmisher]
12:51:02
SQ
Winrich uses skill Slash
12:51:02
SQ
Goblin Skirmisher has died.
12:51:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:51:09
SQ
Turn started for Alantyr the Swift
12:51:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:51:16
UI
equip item: 57361521
12:51:20
SQ
[Alantyr the Swift] executes skill [Impale] on target [Goblin Ambusher]
12:51:20
SQ
Alantyr the Swift uses skill Impale
12:51:20
SQ
Goblin Ambusher has died.
12:51:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:51:24
SQ
Turn started for Gunnar the Hound
12:51:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:51:35
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Goblin Skirmisher]
12:51:35
SQ
Gunnar the Hound uses skill Thrust
12:51:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:51:35
SQ
Turn started for Bjarne
12:51:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:51:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:51:40
SQ
Turn started for Palaemon the Oldguard
12:51:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:51:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:51:45
SQ
Turn started for Goblin Skirmisher
12:51:45
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
12:51:45
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:51:45
SQ
*
12:51:45
SQ
* Goblin Skirmisher: Starting turn.
12:51:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:51:45
SQ
-> Behaviors to pick from:
Defend.Shieldwall (142.918)(*), Defend.Knockback (58.3763)(*), Attack.Default (38.1612)(*), Idle (1), Attack.Swing (0), Defend (0), SwitchTo.Melee (0), BreakFree (0), Defend.Spearwall (0), Attack.ThrowNet (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0)
Defend.Shieldwall (142.918)(*), Defend.Knockback (58.3763)(*), Attack.Default (38.1612)(*), Idle (1), Attack.Swing (0), Defend (0), SwitchTo.Melee (0), BreakFree (0), Defend.Spearwall (0), Attack.ThrowNet (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0)
12:51:45
SQ
-> Behavior picked: Defend.Shieldwall (142.918)
12:51:46
SQ
* Goblin Skirmisher: Using Shieldwall!
12:51:46
SQ
Goblin Skirmisher uses skill Shieldwall
12:51:46
SQ
-> Behaviors to pick from:
Attack.Default (37.835)(*), Idle (1), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Spearwall (0), Attack.ThrowNet (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Defend.Shieldwall (0)
Attack.Default (37.835)(*), Idle (1), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Spearwall (0), Attack.ThrowNet (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Defend.Shieldwall (0)
12:51:46
SQ
-> Behavior picked: Attack.Default (37.835)
12:51:47
SQ
* Goblin Skirmisher: Using Thrust against Palaemon the Oldguard!
12:51:47
SQ
Goblin Skirmisher uses skill Thrust
12:51:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.Split (0), Defend (0), SwitchTo.Melee (0), Defend.Knockback (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Attack.Split (0), Defend (0), SwitchTo.Melee (0), Defend.Knockback (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), BreakFree (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Defend.Shieldwall (0), Attack.Default (0)
12:51:47
SQ
-> Behavior picked: Idle (1)
12:51:47
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:51:47
SQ
* ---------------------------------------------------
12:51:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:51:47
SQ
Turn started for Goblin Skirmisher
12:51:47
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
12:51:47
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:51:47
SQ
*
12:51:47
SQ
* Goblin Skirmisher: Starting turn.
12:51:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:51:48
SQ
-> Behaviors to pick from:
Engage.Melee (188.406)(*), Defend.Shieldwall (18.8774), Idle (1), Defend.Riposte (0), Attack.ThrowNet (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Default (0), Flee (0), Attack.Split (0), Roam (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0)
Engage.Melee (188.406)(*), Defend.Shieldwall (18.8774), Idle (1), Defend.Riposte (0), Attack.ThrowNet (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Default (0), Flee (0), Attack.Split (0), Roam (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0)
12:51:48
SQ
-> Behavior picked: Engage.Melee (188.406)
12:51:48
SQ
* Goblin Skirmisher: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
12:51:49
SQ
* Goblin Skirmisher: Reached engage destination
12:51:49
SQ
-> Behaviors to pick from:
Defend.Shieldwall (50.0588)(*), Attack.Default (48.3895)(*), Idle (1), Attack.ThrowNet (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Flee (0), SwitchTo.Melee (0), Defend.Riposte (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0)
Defend.Shieldwall (50.0588)(*), Attack.Default (48.3895)(*), Idle (1), Attack.ThrowNet (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Flee (0), SwitchTo.Melee (0), Defend.Riposte (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0)
12:51:49
SQ
-> Behavior picked: Defend.Shieldwall (50.0588)
12:51:50
SQ
* Goblin Skirmisher: Using Shieldwall!
12:51:50
SQ
Goblin Skirmisher uses skill Shieldwall
12:51:50
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Roam (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Defend.Riposte (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0), Defend.Shieldwall (0)
Idle (1)(*), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Roam (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Attack.Default (0), Flee (0), SwitchTo.Melee (0), Defend.Riposte (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0), Defend.Shieldwall (0)
12:51:50
SQ
-> Behavior picked: Idle (1)
12:51:50
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
12:51:50
SQ
* ---------------------------------------------------
12:51:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:51:50
SQ
Turn started for Goblin Skirmisher
12:51:50
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
12:51:50
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:51:50
SQ
*
12:51:50
SQ
* Goblin Skirmisher: Starting turn.
12:51:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:51:51
SQ
-> Behaviors to pick from:
Defend.Shieldwall (95.7792)(*), Attack.Default (51.6038)(*), Idle (1), Defend.Riposte (0), Attack.ThrowNet (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Roam (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0)
Defend.Shieldwall (95.7792)(*), Attack.Default (51.6038)(*), Idle (1), Defend.Riposte (0), Attack.ThrowNet (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Attack.Split (0), Roam (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0)
12:51:51
SQ
-> Behavior picked: Defend.Shieldwall (95.7792)
12:51:51
SQ
* Goblin Skirmisher: Using Shieldwall!
12:51:51
SQ
Goblin Skirmisher uses skill Shieldwall
12:51:51
SQ
-> Behaviors to pick from:
Attack.Default (51.1095)(*), Idle (1), Attack.ThrowNet (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Riposte (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Shieldwall (0)
Attack.Default (51.1095)(*), Idle (1), Attack.ThrowNet (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Roam (0), SwitchTo.Ranged (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Riposte (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Shieldwall (0)
12:51:51
SQ
-> Behavior picked: Attack.Default (51.1095)
12:51:52
SQ
* Goblin Skirmisher: Using Thrust against Winrich!
12:51:52
SQ
Goblin Skirmisher uses skill Thrust
12:51:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.ThrowNet (0), Roam (0), BreakFree (0), Attack.Swing (0), Defend.Riposte (0), Retreat (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.ThrowNet (0), Roam (0), BreakFree (0), Attack.Swing (0), Defend.Riposte (0), Retreat (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
12:51:52
SQ
-> Behavior picked: Idle (1)
12:51:53
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:51:53
SQ
* ---------------------------------------------------
12:51:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:51:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:51:53
SQ
-> Behaviors to pick from:
Attack.Bow (13.1408)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), Engage.Ranged (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Melee (0), Defend (0)
Attack.Bow (13.1408)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), Engage.Ranged (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Melee (0), Defend (0)
12:51:53
SQ
-> Behavior picked: Attack.Bow (13.1408)
12:51:53
SQ
* Goblin Ambusher: Using Aimed Shot against Gunnar the Hound!
12:51:53
SQ
Goblin Ambusher uses skill Aimed Shot
12:51:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Roam (0), Retreat (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Melee (0), Defend (0), Attack.Bow (0)
Idle (1)(*), Attack.Puncture (0), Roam (0), Retreat (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Melee (0), Defend (0), Attack.Bow (0)
12:51:55
SQ
-> Behavior picked: Idle (1)
12:51:55
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:51:55
SQ
* ---------------------------------------------------
12:51:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:51:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:51:56
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Engage.Ranged (0), Defend (0)
Idle (1)(*), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Engage.Ranged (0), Defend (0)
12:51:56
SQ
-> Behavior picked: Idle (1)
12:51:56
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:51:56
SQ
* ---------------------------------------------------
12:51:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:51:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:51:56
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Bow (56.5982)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), Engage.Ranged (0), BreakFree (0), Roam (0), Attack.Default (0), Flee (0), Engage.Melee (0), Defend (0)
SwitchTo.Melee (200)(*), Attack.Bow (56.5982)(*), Idle (1), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), Engage.Ranged (0), BreakFree (0), Roam (0), Attack.Default (0), Flee (0), Engage.Melee (0), Defend (0)
12:51:56
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:51:56
SQ
* Goblin Ambusher: Switching to melee weapon!
12:51:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Engage.Ranged (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Roam (0), Attack.Default (0), Flee (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0)
Idle (1)(*), Retreat (0), Engage.Ranged (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Roam (0), Attack.Default (0), Flee (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0)
12:51:56
SQ
-> Behavior picked: Idle (1)
12:51:56
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
12:51:56
SQ
* ---------------------------------------------------
12:51:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:51:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:51:57
SQ
-> Behaviors to pick from:
Attack.Default (17.0759)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0)
Attack.Default (17.0759)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0)
12:51:57
SQ
-> Behavior picked: Attack.Default (17.0759)
12:51:57
SQ
* Goblin Skirmisher: Using Throw Bola against Gothart!
12:51:57
SQ
Goblin Skirmisher uses skill Throw Bola
12:51:57
Resource
Loading: sounds/combat/throw_ball_01.wav
12:51:58
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:51:58
SQ
-> Behaviors to pick from:
Attack.Default (16.9404)(*), Idle (1), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0)
Attack.Default (16.9404)(*), Idle (1), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0)
12:51:58
SQ
-> Behavior picked: Attack.Default (16.9404)
12:51:58
SQ
* Goblin Skirmisher: Using Throw Bola against Gothart!
12:51:58
SQ
Goblin Skirmisher uses skill Throw Bola
12:51:58
Resource
Loading: sounds/combat/throw_ball_01.wav
12:51:59
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:52:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.Default (0)
12:52:00
SQ
-> Behavior picked: Idle (1)
12:52:00
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:52:00
SQ
* ---------------------------------------------------
12:52:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Roam (0), Attack.Default (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0)
Idle (1)(*), Attack.Decapitate (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Roam (0), Attack.Default (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0)
12:52:00
SQ
-> Behavior picked: Idle (1)
12:52:00
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:52:00
SQ
* ---------------------------------------------------
12:52:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.ThrowNet (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend (0)
Idle (1)(*), Attack.KnockOut (0), Attack.ThrowNet (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend (0)
12:52:01
SQ
-> Behavior picked: Idle (1)
12:52:01
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:52:01
SQ
* ---------------------------------------------------
12:52:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Roam (0), Attack.Default (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0)
Idle (1)(*), Attack.Decapitate (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Roam (0), Attack.Default (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0)
12:52:01
SQ
-> Behavior picked: Idle (1)
12:52:01
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:52:01
SQ
* ---------------------------------------------------
12:52:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), BreakFree (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0)
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), BreakFree (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0)
12:52:02
SQ
-> Behavior picked: Idle (1)
12:52:02
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
12:52:02
SQ
* ---------------------------------------------------
12:52:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:02
SQ
-> Behaviors to pick from:
Attack.Default (14.5064)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0)
Attack.Default (14.5064)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0)
12:52:02
SQ
-> Behavior picked: Attack.Default (14.5064)
12:52:03
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:52:03
SQ
Goblin Skirmisher uses skill Throw Bola
12:52:03
Resource
Loading: sounds/combat/throw_ball_03.wav
12:52:04
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:52:05
SQ
-> Behaviors to pick from:
Attack.Default (14.3573)(*), Idle (1), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0)
Attack.Default (14.3573)(*), Idle (1), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0)
12:52:05
SQ
-> Behavior picked: Attack.Default (14.3573)
12:52:05
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:52:05
SQ
Goblin Skirmisher uses skill Throw Bola
12:52:05
Resource
Loading: sounds/combat/throw_ball_01.wav
12:52:06
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:52:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.Default (0)
12:52:06
SQ
-> Behavior picked: Idle (1)
12:52:06
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:52:06
SQ
* ---------------------------------------------------
12:52:06
SQ
INFO: Next round issued: 4
12:52:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:52:07
SQ
Turn started for Goblin Ambusher
12:52:07
SQ
*
12:52:07
SQ
* Goblin Ambusher: Starting turn.
12:52:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:52:07
SQ
-> Behaviors to pick from:
Engage.Melee (38.9699)(*), Idle (1), Flee (0), BreakFree (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0), Retreat (0)
Engage.Melee (38.9699)(*), Idle (1), Flee (0), BreakFree (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0), Retreat (0)
12:52:07
SQ
-> Behavior picked: Engage.Melee (38.9699)
12:52:08
SQ
* Goblin Ambusher: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
12:52:08
SQ
* Goblin Ambusher: Reached engage destination
12:52:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), Attack.Default (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), Attack.Default (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0)
12:52:08
SQ
-> Behavior picked: Idle (1)
12:52:09
SQ
* Goblin Ambusher: Ending Turn with 3 of 9 AP left.
12:52:09
SQ
* ---------------------------------------------------
12:52:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:52:09
SQ
Turn started for Goblin Ambusher
12:52:09
SQ
*
12:52:09
SQ
* Goblin Ambusher: Starting turn.
12:52:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:52:09
SQ
-> Behaviors to pick from:
Engage.Melee (68.75)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Bow (0), Retreat (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Engage.Ranged (0), Defend (0), BreakFree (0)
Engage.Melee (68.75)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Bow (0), Retreat (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), Engage.Ranged (0), Defend (0), BreakFree (0)
12:52:09
SQ
-> Behavior picked: Engage.Melee (68.75)
12:52:09
SQ
* Goblin Ambusher: Engaging to melee range with Gothart (not visible), accepted_distance=0
12:52:09
SQ
* Goblin Ambusher: Reached engage destination
12:52:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Roam (0), Engage.Ranged (0), Defend (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Retreat (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Roam (0), Engage.Ranged (0), Defend (0), BreakFree (0), Engage.Melee (0)
12:52:10
SQ
-> Behavior picked: Idle (1)
12:52:10
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:52:10
SQ
* ---------------------------------------------------
12:52:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:52:10
SQ
Turn started for Ragnar the Blade
12:52:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:52:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:17
SQ
Turn started for Goblin Skirmisher
12:52:17
SQ
*
12:52:17
SQ
* Goblin Skirmisher: Starting turn.
12:52:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:17
SQ
-> Behaviors to pick from:
Engage.Melee (211.18)(*), Idle (1), Roam (0), Attack.Default (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0)
Engage.Melee (211.18)(*), Idle (1), Roam (0), Attack.Default (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0)
12:52:17
SQ
-> Behavior picked: Engage.Melee (211.18)
12:52:17
SQ
* Goblin Skirmisher: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
12:52:17
SQ
* Goblin Skirmisher: Reached engage destination
12:52:17
SQ
-> Behaviors to pick from:
Attack.Default (14.5518)(*), Idle (1), Attack.ThrowNet (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Retreat (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0)
Attack.Default (14.5518)(*), Idle (1), Attack.ThrowNet (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Retreat (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0)
12:52:17
SQ
-> Behavior picked: Attack.Default (14.5518)
12:52:18
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:52:18
SQ
Goblin Skirmisher uses skill Throw Bola
12:52:18
Resource
Loading: sounds/combat/throw_ball_03.wav
12:52:18
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:52:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.ThrowNet (0), Defend.Riposte (0), Roam (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.ThrowNet (0), Defend.Riposte (0), Roam (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Attack.Default (0)
12:52:20
SQ
-> Behavior picked: Idle (1)
12:52:20
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:52:20
SQ
* ---------------------------------------------------
12:52:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:20
SQ
Turn started for Goblin Skirmisher
12:52:20
SQ
*
12:52:20
SQ
* Goblin Skirmisher: Starting turn.
12:52:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:20
SQ
-> Behaviors to pick from:
Engage.Melee (48.3092)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Attack.ThrowNet (0), Attack.Split (0), Attack.Puncture (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend (0), Attack.KnockOut (0)
Engage.Melee (48.3092)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Attack.ThrowNet (0), Attack.Split (0), Attack.Puncture (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend (0), Attack.KnockOut (0)
12:52:20
SQ
-> Behavior picked: Engage.Melee (48.3092)
12:52:20
SQ
* Goblin Skirmisher: Engaging to melee range with Gothart (not visible), accepted_distance=0
12:52:21
SQ
* Goblin Skirmisher: Reached engage destination
12:52:21
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.ThrowNet (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.Swing (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0)
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.ThrowNet (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.Swing (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0)
12:52:21
SQ
-> Behavior picked: Idle (1)
12:52:21
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:52:21
SQ
* ---------------------------------------------------
12:52:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:22
SQ
Turn started for Goblin Skirmisher
12:52:22
SQ
*
12:52:22
SQ
* Goblin Skirmisher: Starting turn.
12:52:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:22
SQ
-> Behaviors to pick from:
Engage.Melee (112.128)(*), Idle (1), Roam (0), Attack.Default (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0)
Engage.Melee (112.128)(*), Idle (1), Roam (0), Attack.Default (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0)
12:52:22
SQ
-> Behavior picked: Engage.Melee (112.128)
12:52:22
SQ
* Goblin Skirmisher: Engaging to melee range with Alantyr the Swift (not visible), accepted_distance=0
12:52:23
SQ
* Goblin Skirmisher: Reached engage destination
12:52:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Retreat (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), Attack.Default (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0)
Idle (1)(*), Roam (0), BreakFree (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Retreat (0), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), Attack.Default (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0)
12:52:23
SQ
-> Behavior picked: Idle (1)
12:52:23
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:52:23
SQ
* ---------------------------------------------------
12:52:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:23
SQ
Turn started for Goblin Skirmisher
12:52:23
SQ
*
12:52:23
SQ
* Goblin Skirmisher: Starting turn.
12:52:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:24
SQ
-> Behaviors to pick from:
Engage.Melee (92.3913)(*), Idle (1), Roam (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Melee (0), BreakFree (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0)
Engage.Melee (92.3913)(*), Idle (1), Roam (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Melee (0), BreakFree (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0)
12:52:24
SQ
-> Behavior picked: Engage.Melee (92.3913)
12:52:24
SQ
* Goblin Skirmisher: Engaging to melee range with Alantyr the Swift (not visible), accepted_distance=0
12:52:25
SQ
* Goblin Skirmisher: Reached engage destination
12:52:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.Default (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.Default (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0)
12:52:25
SQ
-> Behavior picked: Idle (1)
12:52:25
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:52:25
SQ
* ---------------------------------------------------
12:52:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:25
SQ
Turn started for Goblin Skirmisher
12:52:25
SQ
*
12:52:25
SQ
* Goblin Skirmisher: Starting turn.
12:52:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:26
SQ
-> Behaviors to pick from:
Engage.Melee (107.246)(*), Idle (1), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Roam (0), Defend (0), Attack.KnockOut (0)
Engage.Melee (107.246)(*), Idle (1), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Roam (0), Defend (0), Attack.KnockOut (0)
12:52:26
SQ
-> Behavior picked: Engage.Melee (107.246)
12:52:26
SQ
* Goblin Skirmisher: Engaging to melee range with Gothart (not visible), accepted_distance=0
12:52:27
SQ
* Goblin Skirmisher: Reached engage destination
12:52:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Attack.ThrowNet (0), SwitchTo.Melee (0), BreakFree (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Default (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Puncture (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Attack.ThrowNet (0), SwitchTo.Melee (0), BreakFree (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Default (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0)
12:52:27
SQ
-> Behavior picked: Idle (1)
12:52:27
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
12:52:27
SQ
* ---------------------------------------------------
12:52:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:52:27
SQ
Turn started for Goblin Ambusher
12:52:27
SQ
*
12:52:27
SQ
* Goblin Ambusher: Starting turn.
12:52:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:52:28
SQ
-> Behaviors to pick from:
Attack.Bow (46.9777)(*), Idle (1), Engage.Ranged (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Melee (0), Defend (0), Retreat (0), Attack.Puncture (0)
Attack.Bow (46.9777)(*), Idle (1), Engage.Ranged (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Engage.Melee (0), Defend (0), Retreat (0), Attack.Puncture (0)
12:52:28
SQ
-> Behavior picked: Attack.Bow (46.9777)
12:52:28
SQ
* Goblin Ambusher: Using Aimed Shot against Ragnar the Blade!
12:52:28
SQ
Goblin Ambusher uses skill Aimed Shot
12:52:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Flee (0), Engage.Melee (0), Defend (0), Retreat (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Flee (0), Engage.Melee (0), Defend (0), Retreat (0), Attack.Puncture (0), Attack.Bow (0)
12:52:30
SQ
-> Behavior picked: Idle (1)
12:52:30
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:52:30
SQ
* ---------------------------------------------------
12:52:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:52:30
SQ
Turn started for Thorismund Balduric
12:52:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:52:36
UI
equip item: 53057157
12:52:36
SQ
Skill [Reload] removed from [Thorismund Balduric].
12:52:47
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
12:52:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:52:48
SQ
Turn started for Svein
12:52:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:52:58
SQ
[Svein] executes skill [Thrust] on target [Goblin Skirmisher]
12:52:58
SQ
Svein uses skill Thrust
12:52:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:52:58
SQ
Turn started for Goblin Skirmisher
12:52:58
SQ
*
12:52:58
SQ
* Goblin Skirmisher: Starting turn.
12:52:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:52:59
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Default (19.4845), Idle (1), BreakFree (0), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0)
SwitchTo.Melee (200)(*), Attack.Default (19.4845), Idle (1), BreakFree (0), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0)
12:52:59
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:52:59
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:52:59
SQ
-> Behaviors to pick from:
Attack.Default (57.3265)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Flee (0), BreakFree (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0)
Attack.Default (57.3265)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Flee (0), BreakFree (0), Attack.Puncture (0), Defend (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0)
12:52:59
SQ
-> Behavior picked: Attack.Default (57.3265)
12:52:59
SQ
* Goblin Skirmisher: Using Rupture against Svein!
12:52:59
SQ
Goblin Skirmisher uses skill Rupture
12:53:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0), Defend (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0), Defend (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.Default (0)
12:53:00
SQ
-> Behavior picked: Idle (1)
12:53:00
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:53:00
SQ
* ---------------------------------------------------
12:53:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:53:00
SQ
Turn started for Goblin Overseer
12:53:00
SQ
*
12:53:00
SQ
* Goblin Overseer: Starting turn.
12:53:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:53:00
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Retreat (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Retreat (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Bow (0), Attack.Default (0), Reload (0)
12:53:00
SQ
-> Behavior picked: BoostMorale (105)
12:53:00
SQ
Goblin Overseer uses skill Whip
12:53:01
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Roam (0), Attack.Default (0), Flee (0), Reload (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Retreat (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Roam (0), Attack.Default (0), Flee (0), Reload (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Bow (0), SwitchTo.Ranged (0), BreakFree (0), Retreat (0)
12:53:01
SQ
-> Behavior picked: BoostMorale (105)
12:53:01
SQ
Goblin Overseer uses skill Whip
12:53:01
SQ
-> Behaviors to pick from:
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Attack.Default (0), BreakFree (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Attack.Bow (0), SwitchTo.Ranged (0), Reload (0), Attack.Puncture (0), Roam (0)
BoostMorale (105)(*), Engage.Ranged (25), Idle (1), Attack.Default (0), BreakFree (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Attack.Bow (0), SwitchTo.Ranged (0), Reload (0), Attack.Puncture (0), Roam (0)
12:53:01
SQ
-> Behavior picked: BoostMorale (105)
12:53:01
SQ
Goblin Overseer uses skill Whip
12:53:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0), Roam (0), BoostMorale (0)
Idle (1)(*), Flee (0), Retreat (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0), Roam (0), BoostMorale (0)
12:53:01
SQ
-> Behavior picked: Idle (1)
12:53:01
SQ
* Goblin Overseer: Ending Turn with 0 of 9 AP left.
12:53:01
SQ
* ---------------------------------------------------
12:53:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:53:01
SQ
Turn started for Gothart
12:53:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:53:05
UI
equip item: 50305936
12:53:08
SQ
[Gothart] executes skill [Rupture] on target [Goblin Skirmisher]
12:53:08
SQ
Gothart uses skill Rupture
12:53:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:53:09
SQ
Turn started for Goblin Skirmisher
12:53:09
SQ
*
12:53:09
SQ
* Goblin Skirmisher: Starting turn.
12:53:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:53:09
SQ
-> Behaviors to pick from:
Attack.Default (14.4139)(*), Idle (1), BreakFree (0), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Attack.Swing (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0)
Attack.Default (14.4139)(*), Idle (1), BreakFree (0), Defend.Riposte (0), Engage.Melee (0), Attack.Split (0), Attack.Swing (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0)
12:53:09
SQ
-> Behavior picked: Attack.Default (14.4139)
12:53:09
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:53:09
SQ
Goblin Skirmisher uses skill Throw Bola
12:53:09
Resource
Loading: sounds/combat/throw_ball_03.wav
12:53:10
Resource
Unloading: sounds/combat/throw_ball_03.wav
12:53:12
SQ
-> Behaviors to pick from:
SwitchTo.Melee (300)(*), Idle (1), Engage.Melee (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Retreat (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Attack.Puncture (0), Defend (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0)
SwitchTo.Melee (300)(*), Idle (1), Engage.Melee (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Retreat (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Attack.Puncture (0), Defend (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0)
12:53:12
SQ
-> Behavior picked: SwitchTo.Melee (300)
12:53:12
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:53:12
SQ
-> Behaviors to pick from:
Engage.Melee (278.261)(*), Idle (1), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.ThrowNet (0), Attack.Split (0), Defend (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), SwitchTo.Melee (0)
Engage.Melee (278.261)(*), Idle (1), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.ThrowNet (0), Attack.Split (0), Defend (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), SwitchTo.Melee (0)
12:53:12
SQ
-> Behavior picked: Engage.Melee (278.261)
12:53:12
SQ
* Goblin Skirmisher: Engaging to melee range with Svein (not visible), accepted_distance=0
12:53:12
SQ
* Goblin Skirmisher: Reached engage destination
12:53:12
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Attack.Swing (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Attack.Swing (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0)
12:53:12
SQ
-> Behavior picked: Idle (1)
12:53:12
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:53:12
SQ
* ---------------------------------------------------
12:53:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:53:13
SQ
Turn started for Goblin Skirmisher
12:53:13
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:53:13
SQ
*
12:53:13
SQ
* Goblin Skirmisher: Starting turn.
12:53:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:53:13
SQ
-> Behaviors to pick from:
Defend.Shieldwall (50.0588)(*), Attack.Default (48.3895)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Flee (0), Attack.ThrowNet (0), Retreat (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0)
Defend.Shieldwall (50.0588)(*), Attack.Default (48.3895)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Flee (0), Attack.ThrowNet (0), Retreat (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0)
12:53:13
SQ
-> Behavior picked: Attack.Default (48.3895)
12:53:14
SQ
* Goblin Skirmisher: Using Thrust against Gunnar the Hound!
12:53:14
SQ
Goblin Skirmisher uses skill Thrust
12:53:14
SQ
-> Behaviors to pick from:
Attack.Default (48.249)(*), Defend.Shieldwall (48.2439)(*), Idle (1), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Roam (0)
Attack.Default (48.249)(*), Defend.Shieldwall (48.2439)(*), Idle (1), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Roam (0)
12:53:14
SQ
-> Behavior picked: Attack.Default (48.249)
12:53:15
SQ
* Goblin Skirmisher: Using Thrust against Gunnar the Hound!
12:53:15
SQ
Goblin Skirmisher uses skill Thrust
12:53:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Retreat (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Retreat (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Puncture (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Roam (0), Attack.Default (0)
12:53:15
SQ
-> Behavior picked: Idle (1)
12:53:15
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:53:15
SQ
* ---------------------------------------------------
12:53:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:53:15
SQ
Turn started for Bjarne
12:53:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:53:18
SQ
[Bjarne] executes skill [Cleave] on target [Goblin Skirmisher]
12:53:18
SQ
Bjarne uses skill Cleave
12:53:20
SQ
[Bjarne] executes skill [Cleave] on target [Goblin Skirmisher]
12:53:20
SQ
Bjarne uses skill Cleave
12:53:20
SQ
Goblin Skirmisher has died.
12:53:20
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:53:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:53:21
SQ
Turn started for Torleif
12:53:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:53:28
SQ
[Torleif] executes skill [Impale] on target [Goblin Ambusher]
12:53:28
SQ
Torleif uses skill Impale
12:53:28
SQ
Goblin Ambusher has died.
12:53:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:53:28
SQ
Turn started for Alfgeir
12:53:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:53:36
SQ
[Alfgeir] executes skill [Shieldwall] on target [Alfgeir]
12:53:36
SQ
Alfgeir uses skill Shieldwall
12:53:36
UI
ERROR: Failed to query entity skills data for entity (31518). Reason: Invalid result.
12:53:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:53:36
SQ
Turn started for Gunnar the Hound
12:53:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:53:39
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Goblin Skirmisher]
12:53:39
SQ
Gunnar the Hound uses skill Thrust
12:53:41
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Goblin Skirmisher]
12:53:41
SQ
Gunnar the Hound uses skill Thrust
12:53:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:53:41
SQ
Turn started for Gerhard
12:53:41
SQ
Skill [Shieldwall] removed from [Gerhard].
12:53:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:53:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:53:46
SQ
Turn started for Goblin Skirmisher
12:53:46
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:53:46
SQ
*
12:53:46
SQ
* Goblin Skirmisher: Starting turn.
12:53:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:53:47
SQ
-> Behaviors to pick from:
Defend.Shieldwall (137.214)(*), Attack.Default (39.0827)(*), Idle (1), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Attack.ThrowNet (0), Defend (0), Attack.Swing (0)
Defend.Shieldwall (137.214)(*), Attack.Default (39.0827)(*), Idle (1), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Roam (0), Attack.ThrowNet (0), Defend (0), Attack.Swing (0)
12:53:47
SQ
-> Behavior picked: Defend.Shieldwall (137.214)
12:53:47
SQ
* Goblin Skirmisher: Using Shieldwall!
12:53:47
SQ
Goblin Skirmisher uses skill Shieldwall
12:53:47
SQ
-> Behaviors to pick from:
Attack.Default (38.4399)(*), Idle (1), Defend.Knockback (0), Defend.Spearwall (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Riposte (0), Roam (0), Attack.ThrowNet (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0)
Attack.Default (38.4399)(*), Idle (1), Defend.Knockback (0), Defend.Spearwall (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Riposte (0), Roam (0), Attack.ThrowNet (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0)
12:53:47
SQ
-> Behavior picked: Attack.Default (38.4399)
12:53:48
SQ
* Goblin Skirmisher: Using Thrust against Palaemon the Oldguard!
12:53:48
SQ
Goblin Skirmisher uses skill Thrust
12:53:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Puncture (0), Attack.Split (0), BreakFree (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), Attack.Puncture (0), Attack.Split (0), BreakFree (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
12:53:48
SQ
-> Behavior picked: Idle (1)
12:53:48
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:53:48
SQ
* ---------------------------------------------------
12:53:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:53:49
SQ
Turn started for Palaemon the Oldguard
12:53:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:53:52
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Goblin Skirmisher]
12:53:52
SQ
Palaemon the Oldguard uses skill Slash
12:53:52
SQ
Goblin Skirmisher has died.
12:53:52
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
12:53:59
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
12:53:59
SQ
Palaemon the Oldguard uses skill Shieldwall
12:53:59
UI
ERROR: Failed to query entity skills data for entity (31517). Reason: Invalid result.
12:53:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:53:59
SQ
Turn started for Winrich
12:54:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:54:03
SQ
[Winrich] executes skill [Slash] on target [Goblin Skirmisher]
12:54:03
SQ
Winrich uses skill Slash
12:54:03
SQ
Goblin Skirmisher has died.
12:54:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:54:08
SQ
Turn started for Alantyr the Swift
12:54:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:54:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:54:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:54:28
SQ
INFO: Next round issued: 5
12:54:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:54:29
SQ
Turn started for Goblin Ambusher
12:54:29
SQ
*
12:54:29
SQ
* Goblin Ambusher: Starting turn.
12:54:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:54:29
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Bow (35.5848), Idle (1), Engage.Ranged (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Engage.Melee (0), Flee (0)
SwitchTo.Melee (200)(*), Attack.Bow (35.5848), Idle (1), Engage.Ranged (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Engage.Melee (0), Flee (0)
12:54:29
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:54:30
SQ
* Goblin Ambusher: Switching to melee weapon!
12:54:30
SQ
-> Behaviors to pick from:
Engage.Melee (89.0228)(*), Idle (1), BreakFree (0), Attack.Default (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Flee (0), SwitchTo.Melee (0)
Engage.Melee (89.0228)(*), Idle (1), BreakFree (0), Attack.Default (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Flee (0), SwitchTo.Melee (0)
12:54:30
SQ
-> Behavior picked: Engage.Melee (89.0228)
12:54:30
SQ
* Goblin Ambusher: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
12:54:31
SQ
* Goblin Ambusher: Reached engage destination
12:54:31
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0)
12:54:31
SQ
-> Behavior picked: Idle (1)
12:54:31
SQ
* Goblin Ambusher: Ending Turn with 3 of 9 AP left.
12:54:31
SQ
* ---------------------------------------------------
12:54:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:54:31
SQ
Turn started for Goblin Skirmisher
12:54:31
SQ
*
12:54:31
SQ
* Goblin Skirmisher: Starting turn.
12:54:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:54:32
SQ
-> Behaviors to pick from:
Attack.ThrowNet (648.009)(*), Engage.Melee (86.5801), Idle (1), Attack.Split (0), Defend.Riposte (0), Attack.Puncture (0), Retreat (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0)
Attack.ThrowNet (648.009)(*), Engage.Melee (86.5801), Idle (1), Attack.Split (0), Defend.Riposte (0), Attack.Puncture (0), Retreat (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Shieldwall (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0)
12:54:32
SQ
-> Behavior picked: Attack.ThrowNet (648.009)
12:54:32
SQ
* Goblin Skirmisher: Using Throw Net against Palaemon the Oldguard!
12:54:32
SQ
Goblin Skirmisher uses skill Throw Net
12:54:32
SQ
-> Behaviors to pick from:
Engage.Melee (86.5801)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Attack.Puncture (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0)
Engage.Melee (86.5801)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Attack.Puncture (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0)
12:54:32
SQ
-> Behavior picked: Engage.Melee (86.5801)
12:54:33
SQ
* Goblin Skirmisher: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
12:54:34
SQ
* Goblin Skirmisher: Reached engage destination
12:54:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.SplitShield (0), Attack.Puncture (0), Retreat (0), Attack.Split (0), Defend.Shieldwall (0), BreakFree (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Engage.Melee (0)
Idle (1)(*), Defend.Riposte (0), Attack.SplitShield (0), Attack.Puncture (0), Retreat (0), Attack.Split (0), Defend.Shieldwall (0), BreakFree (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Engage.Melee (0)
12:54:34
SQ
-> Behavior picked: Idle (1)
12:54:34
SQ
* Goblin Skirmisher: Ending Turn with 2 of 9 AP left.
12:54:34
SQ
* ---------------------------------------------------
12:54:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:54:34
SQ
Turn started for Goblin Skirmisher
12:54:34
SQ
*
12:54:34
SQ
* Goblin Skirmisher: Starting turn.
12:54:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:54:35
SQ
-> Behaviors to pick from:
Attack.ThrowNet (266.574)(*), SwitchTo.Melee (200)(*), Idle (1), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), Defend.Riposte (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Swing (0), Retreat (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0)
Attack.ThrowNet (266.574)(*), SwitchTo.Melee (200)(*), Idle (1), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), Defend.Riposte (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Swing (0), Retreat (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0)
12:54:35
SQ
-> Behavior picked: Attack.ThrowNet (266.574)
12:54:35
SQ
* Goblin Skirmisher: Using Throw Net against Svein!
12:54:35
SQ
Goblin Skirmisher uses skill Throw Net
12:54:35
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Default (0), Attack.SplitShield (0), Flee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0)
SwitchTo.Melee (200)(*), Idle (1), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Default (0), Attack.SplitShield (0), Flee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0)
12:54:35
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:54:36
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:54:36
SQ
-> Behaviors to pick from:
Attack.Puncture (197.291)(*), Attack.Default (61.8677)(*), Idle (1), BreakFree (0), Defend.Riposte (0), Attack.Split (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0)
Attack.Puncture (197.291)(*), Attack.Default (61.8677)(*), Idle (1), BreakFree (0), Defend.Riposte (0), Attack.Split (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0)
12:54:36
SQ
-> Behavior picked: Attack.Puncture (197.291)
12:54:36
SQ
* Goblin Skirmisher: Using Puncture against Svein!
12:54:36
SQ
Goblin Skirmisher uses skill Puncture
12:54:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Puncture (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Attack.Puncture (0)
12:54:36
SQ
-> Behavior picked: Idle (1)
12:54:37
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
12:54:37
SQ
* ---------------------------------------------------
12:54:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:54:37
SQ
Turn started for Goblin Skirmisher
12:54:37
SQ
*
12:54:37
SQ
* Goblin Skirmisher: Starting turn.
12:54:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:54:37
SQ
-> Behaviors to pick from:
Attack.Default (19.7517)(*), Idle (1), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Flee (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0)
Attack.Default (19.7517)(*), Idle (1), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Flee (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0)
12:54:37
SQ
-> Behavior picked: Attack.Default (19.7517)
12:54:38
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:54:38
SQ
Goblin Skirmisher uses skill Throw Bola
12:54:38
Resource
Loading: sounds/combat/throw_ball_01.wav
12:54:38
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:54:39
SQ
-> Behaviors to pick from:
Attack.Default (19.5741)(*), Idle (1), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.KnockOut (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.ThrowNet (0), Flee (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), SwitchTo.Melee (0)
Attack.Default (19.5741)(*), Idle (1), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.KnockOut (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.ThrowNet (0), Flee (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), SwitchTo.Melee (0)
12:54:39
SQ
-> Behavior picked: Attack.Default (19.5741)
12:54:39
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
12:54:39
SQ
Goblin Skirmisher uses skill Throw Bola
12:54:39
Resource
Loading: sounds/combat/throw_ball_01.wav
12:54:40
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:54:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.Puncture (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.SplitShield (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Spearwall (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Attack.Puncture (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.SplitShield (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0)
12:54:40
SQ
-> Behavior picked: Idle (1)
12:54:40
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:54:40
SQ
* ---------------------------------------------------
12:54:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:54:41
SQ
Turn started for Goblin Skirmisher
12:54:41
SQ
*
12:54:41
SQ
* Goblin Skirmisher: Starting turn.
12:54:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:54:41
SQ
-> Behaviors to pick from:
Attack.Default (15.7726)(*), Idle (1), Attack.Split (0), Attack.Swing (0), Defend.Riposte (0), Retreat (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Flee (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0)
Attack.Default (15.7726)(*), Idle (1), Attack.Split (0), Attack.Swing (0), Defend.Riposte (0), Retreat (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Flee (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0)
12:54:41
SQ
-> Behavior picked: Attack.Default (15.7726)
12:54:42
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:54:42
SQ
Goblin Skirmisher uses skill Throw Bola
12:54:42
Resource
Loading: sounds/combat/throw_ball_01.wav
12:54:42
Resource
Unloading: sounds/combat/throw_ball_01.wav
12:54:44
SQ
-> Behaviors to pick from:
Attack.Default (15.6474)(*), Idle (1), Defend.Riposte (0), Retreat (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Attack.Puncture (0), Defend.Knockback (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), Attack.Swing (0)
Attack.Default (15.6474)(*), Idle (1), Defend.Riposte (0), Retreat (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Attack.Puncture (0), Defend.Knockback (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), Attack.Swing (0)
12:54:44
SQ
-> Behavior picked: Attack.Default (15.6474)
12:54:44
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
12:54:44
SQ
Goblin Skirmisher uses skill Throw Bola
12:54:44
Resource
Loading: sounds/combat/throw_ball_02.wav
12:54:44
Resource
Unloading: sounds/combat/throw_ball_02.wav
12:54:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend (0), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Attack.Puncture (0), Defend.Shieldwall (0), Retreat (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), Attack.Swing (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend (0), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Attack.Puncture (0), Defend.Shieldwall (0), Retreat (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), Attack.Swing (0), Attack.Default (0)
12:54:45
SQ
-> Behavior picked: Idle (1)
12:54:45
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:54:45
SQ
* ---------------------------------------------------
12:54:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
12:54:45
SQ
Turn started for Goblin Ambusher
12:54:45
SQ
*
12:54:45
SQ
* Goblin Ambusher: Starting turn.
12:54:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
12:54:46
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), BreakFree (0), Flee (0), Engage.Melee (0), Defend (0), Retreat (0), Roam (0), Attack.Bow (0), Engage.Ranged (0)
SwitchTo.Melee (200)(*), Idle (1), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), BreakFree (0), Flee (0), Engage.Melee (0), Defend (0), Retreat (0), Roam (0), Attack.Bow (0), Engage.Ranged (0)
12:54:46
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:54:46
SQ
* Goblin Ambusher: Switching to melee weapon!
12:54:46
SQ
-> Behaviors to pick from:
Attack.Puncture (403.541)(*), Attack.Default (31.1725), Idle (1), Retreat (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Ranged (0), Defend (0), Flee (0), Roam (0), Attack.Bow (0), Engage.Melee (0), SwitchTo.Melee (0)
Attack.Puncture (403.541)(*), Attack.Default (31.1725), Idle (1), Retreat (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Ranged (0), Defend (0), Flee (0), Roam (0), Attack.Bow (0), Engage.Melee (0), SwitchTo.Melee (0)
12:54:46
SQ
-> Behavior picked: Attack.Puncture (403.541)
12:54:46
SQ
* Goblin Ambusher: Using Puncture against Winrich!
12:54:46
SQ
Goblin Ambusher uses skill Puncture
12:54:46
SQ
-> Behaviors to pick from:
Attack.Puncture (386.508)(*), Attack.Default (30.8938), Idle (1), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), Defend (0), Retreat (0)
Attack.Puncture (386.508)(*), Attack.Default (30.8938), Idle (1), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), Defend (0), Retreat (0)
12:54:46
SQ
-> Behavior picked: Attack.Puncture (386.508)
12:54:47
SQ
* Goblin Ambusher: Using Puncture against Winrich!
12:54:47
SQ
Goblin Ambusher uses skill Puncture
12:54:47
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Flee (0), BreakFree (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Attack.Puncture (0)
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Flee (0), BreakFree (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Attack.Puncture (0)
12:54:47
SQ
-> Behavior picked: Idle (1)
12:54:47
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
12:54:47
SQ
* ---------------------------------------------------
12:54:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:54:48
SQ
Turn started for Goblin Skirmisher
12:54:48
SQ
*
12:54:48
SQ
* Goblin Skirmisher: Starting turn.
12:54:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:54:48
SQ
-> Behaviors to pick from:
Attack.Default (87.7427)(*), Idle (1), Retreat (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0)
Attack.Default (87.7427)(*), Idle (1), Retreat (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0)
12:54:48
SQ
-> Behavior picked: Attack.Default (87.7427)
12:54:49
SQ
* Goblin Skirmisher: Using Rupture against Svein!
12:54:49
SQ
Goblin Skirmisher uses skill Rupture
12:54:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0), Defend.Shieldwall (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Attack.Decapitate (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), BreakFree (0), Defend.Shieldwall (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Split (0), Attack.Default (0)
12:54:49
SQ
-> Behavior picked: Idle (1)
12:54:49
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:54:49
SQ
* ---------------------------------------------------
12:54:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:54:49
SQ
Turn started for Goblin Skirmisher
12:54:49
SQ
*
12:54:49
SQ
* Goblin Skirmisher: Starting turn.
12:54:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:54:50
SQ
-> Behaviors to pick from:
Attack.Default (102.867)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), Flee (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), SwitchTo.Ranged (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Riposte (0)
Attack.Default (102.867)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), Flee (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), SwitchTo.Ranged (0), Roam (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Riposte (0)
12:54:50
SQ
-> Behavior picked: Attack.Default (102.867)
12:54:50
SQ
* Goblin Skirmisher: Using Rupture against Svein!
12:54:50
SQ
Goblin Skirmisher uses skill Rupture
12:54:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.ThrowNet (0), Attack.SplitShield (0), Flee (0), SwitchTo.Ranged (0), Roam (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.ThrowNet (0), Attack.SplitShield (0), Flee (0), SwitchTo.Ranged (0), Roam (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Riposte (0), Attack.Default (0)
12:54:50
SQ
-> Behavior picked: Idle (1)
12:54:51
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:54:51
SQ
* ---------------------------------------------------
12:54:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:54:51
SQ
Turn started for Ragnar the Blade
12:54:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:54:58
SQ
Skill [Hidden] removed from [Ragnar the Blade].
12:54:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:54:59
SQ
Turn started for Goblin Skirmisher
12:54:59
SQ
*
12:54:59
SQ
* Goblin Skirmisher: Starting turn.
12:54:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:55:00
SQ
-> Behaviors to pick from:
Engage.Melee (320)(*), Defend.Shieldwall (2.87794), Idle (1), Attack.SplitShield (0), Attack.Split (0), Flee (0), Attack.ThrowNet (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0)
Engage.Melee (320)(*), Defend.Shieldwall (2.87794), Idle (1), Attack.SplitShield (0), Attack.Split (0), Flee (0), Attack.ThrowNet (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend (0), Attack.Swing (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0)
12:55:00
SQ
-> Behavior picked: Engage.Melee (320)
12:55:00
SQ
* Goblin Skirmisher: Engaging to melee range with Svein (not visible), accepted_distance=0
12:55:01
SQ
* Goblin Skirmisher: Reached engage destination
12:55:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.ThrowNet (0), Attack.Split (0), SwitchTo.Ranged (0), Retreat (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend (0), Attack.Swing (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Attack.ThrowNet (0), Attack.Split (0), SwitchTo.Ranged (0), Retreat (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend (0), Attack.Swing (0), Roam (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0)
12:55:01
SQ
-> Behavior picked: Idle (1)
12:55:01
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:55:01
SQ
* ---------------------------------------------------
12:55:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:55:01
SQ
Turn started for Gothart
12:55:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:55:13
SQ
[Gothart] executes skill [Rupture] on target [Goblin Skirmisher]
12:55:13
SQ
Gothart uses skill Rupture
12:55:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:55:17
SQ
Turn started for Svein
12:55:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:55:19
SQ
[Svein] executes skill [Break Free] on target [Svein]
12:55:19
SQ
Svein uses skill Break Free
12:55:21
SQ
[Svein] executes skill [Break Free] on target [Svein]
12:55:21
SQ
Svein uses skill Break Free
12:55:21
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
12:55:21
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
12:55:21
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
12:55:21
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
12:55:21
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
12:55:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:55:21
SQ
Turn started for Goblin Overseer
12:55:21
SQ
*
12:55:21
SQ
* Goblin Overseer: Starting turn.
12:55:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:55:21
SQ
-> Behaviors to pick from:
Attack.Bow (13.9711)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), BoostMorale (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0), Roam (0), BreakFree (0), Flee (0)
Attack.Bow (13.9711)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), BoostMorale (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0), Roam (0), BreakFree (0), Flee (0)
12:55:21
SQ
-> Behavior picked: Attack.Bow (13.9711)
12:55:22
SQ
* Goblin Overseer: Using Shoot Heavy Bolt against Gerhard!
12:55:22
SQ
Goblin Overseer uses skill Shoot Heavy Bolt
12:55:24
SQ
-> Behaviors to pick from:
Reload (94.6667)(*), Engage.Ranged (25)(*), Idle (1), Retreat (0), BoostMorale (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Flee (0), Attack.Bow (0)
Reload (94.6667)(*), Engage.Ranged (25)(*), Idle (1), Retreat (0), BoostMorale (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Flee (0), Attack.Bow (0)
12:55:24
SQ
-> Behavior picked: Engage.Ranged (25)
12:55:24
SQ
TurnSequenceBar::entityWaitTurn(Goblin Overseer)
12:55:24
SQ
* Goblin Overseer: Waiting until others have moved!
12:55:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:55:24
SQ
Turn started for Thorismund Balduric
12:55:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:55:33
SQ
[Thorismund Balduric] executes skill [Impale] on target [Goblin Skirmisher]
12:55:33
SQ
Thorismund Balduric uses skill Impale
12:55:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:55:35
SQ
Turn started for Gerhard
12:55:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:55:41
SQ
[Gerhard] executes skill [Thrust] on target [Goblin Ambusher]
12:55:41
SQ
Gerhard uses skill Thrust
12:55:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:55:43
SQ
Turn started for Torleif
12:55:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:55:47
SQ
[Torleif] executes skill [Impale] on target [Goblin Ambusher]
12:55:47
SQ
Torleif uses skill Impale
12:55:47
SQ
Goblin Ambusher has died.
12:55:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:55:51
SQ
Turn started for Bjarne
12:55:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:55:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:55:56
SQ
Turn started for Gunnar the Hound
12:55:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:56:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:56:05
SQ
Turn started for Alfgeir
12:56:05
SQ
Skill [Shieldwall] removed from [Alfgeir].
12:56:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:56:12
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Skirmisher]
12:56:12
SQ
Alfgeir uses skill Thrust
12:56:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:56:15
SQ
Turn started for Alantyr the Swift
12:56:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:56:22
SQ
[Alantyr the Swift] executes skill [Impale] on target [Goblin Skirmisher]
12:56:22
SQ
Alantyr the Swift uses skill Impale
12:56:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:56:22
SQ
Turn started for Winrich
12:56:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:56:26
SQ
[Winrich] executes skill [Slash] on target [Goblin Ambusher]
12:56:26
SQ
Winrich uses skill Slash
12:56:27
SQ
[Winrich] executes skill [Slash] on target [Goblin Ambusher]
12:56:27
SQ
Winrich uses skill Slash
12:56:27
SQ
Goblin Ambusher has died.
12:56:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:56:30
SQ
Turn started for Palaemon the Oldguard
12:56:30
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
12:56:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:56:33
SQ
[Palaemon the Oldguard] executes skill [Break Free] on target [Palaemon the Oldguard]
12:56:33
SQ
Palaemon the Oldguard uses skill Break Free
12:56:33
SQ
Skill [Trapped in Net] removed from [Palaemon the Oldguard].
12:56:36
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Goblin Skirmisher]
12:56:36
SQ
Palaemon the Oldguard uses skill Slash
12:56:36
SQ
Skill [Break Free] removed from [Palaemon the Oldguard].
12:56:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:56:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:56:37
SQ
* Goblin Overseer: It's important that I get some distance from my opponents..
12:56:37
SQ
-> Behaviors to pick from:
Engage.Ranged (944.444)(*), Reload (57.8519), Idle (1), BoostMorale (0), Flee (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0)
Engage.Ranged (944.444)(*), Reload (57.8519), Idle (1), BoostMorale (0), Flee (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0)
12:56:37
SQ
-> Behavior picked: Engage.Ranged (944.444)
12:56:37
SQ
* Goblin Overseer: Engaging into firing range over 3 tiles at Gerhard (visible)
12:56:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Bow (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BoostMorale (0), Roam (0), BreakFree (0), Attack.Default (0), Reload (0), Retreat (0), Engage.Ranged (0)
Idle (1)(*), Attack.Puncture (0), Attack.Bow (0), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BoostMorale (0), Roam (0), BreakFree (0), Attack.Default (0), Reload (0), Retreat (0), Engage.Ranged (0)
12:56:38
SQ
-> Behavior picked: Idle (1)
12:56:38
SQ
* Goblin Overseer: Ending Turn with 1 of 9 AP left.
12:56:38
SQ
* ---------------------------------------------------
12:56:38
SQ
INFO: Next round issued: 6
12:56:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:56:39
SQ
Turn started for Goblin Skirmisher
12:56:39
SQ
*
12:56:39
SQ
* Goblin Skirmisher: Starting turn.
12:56:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:56:39
SQ
-> Behaviors to pick from:
Attack.Default (92.3796)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Roam (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0)
Attack.Default (92.3796)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Roam (0), BreakFree (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0)
12:56:39
SQ
-> Behavior picked: Attack.Default (92.3796)
12:56:40
SQ
* Goblin Skirmisher: Using Rupture against Svein!
12:56:40
SQ
Goblin Skirmisher uses skill Rupture
12:56:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Roam (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), Flee (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), Roam (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Attack.Default (0)
12:56:40
SQ
-> Behavior picked: Idle (1)
12:56:40
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:56:40
SQ
* ---------------------------------------------------
12:56:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:56:40
SQ
Turn started for Goblin Skirmisher
12:56:40
SQ
*
12:56:40
SQ
* Goblin Skirmisher: Starting turn.
12:56:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:56:41
SQ
-> Behaviors to pick from:
Defend.Knockback (134.855)(*), Attack.Default (92.3796)(*), Idle (1), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Flee (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Attack.Puncture (0), Retreat (0)
Defend.Knockback (134.855)(*), Attack.Default (92.3796)(*), Idle (1), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Flee (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Attack.Puncture (0), Retreat (0)
12:56:41
SQ
-> Behavior picked: Defend.Knockback (134.855)
12:56:41
SQ
* Goblin Skirmisher: Using Knock Back!
12:56:41
SQ
Goblin Skirmisher uses skill Repel
12:56:43
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Attack.Decapitate (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Swing (0), Attack.Default (0), Attack.SplitShield (0), Defend.Shieldwall (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0)
Idle (1)(*), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Attack.Decapitate (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Swing (0), Attack.Default (0), Attack.SplitShield (0), Defend.Shieldwall (0), Roam (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0)
12:56:43
SQ
-> Behavior picked: Idle (1)
12:56:43
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
12:56:43
SQ
* ---------------------------------------------------
12:56:43
UI
ERROR: Failed to update entity. Reason: Entity id: 3017319 not found.
12:56:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:56:43
SQ
Turn started for Goblin Skirmisher
12:56:43
SQ
*
12:56:43
SQ
* Goblin Skirmisher: Starting turn.
12:56:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:56:43
SQ
-> Behaviors to pick from:
Attack.Puncture (160.547)(*), Attack.Default (74.4469)(*), Defend.Shieldwall (52.872)(*), Idle (1), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Attack.Swing (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Flee (0)
Attack.Puncture (160.547)(*), Attack.Default (74.4469)(*), Defend.Shieldwall (52.872)(*), Idle (1), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Attack.Swing (0), Roam (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Flee (0)
12:56:43
SQ
-> Behavior picked: Attack.Puncture (160.547)
12:56:44
SQ
* Goblin Skirmisher: Using Puncture against Svein!
12:56:44
SQ
Goblin Skirmisher uses skill Puncture
12:56:44
SQ
-> Behaviors to pick from:
Attack.Puncture (156.014)(*), Attack.Default (74.2699)(*), Defend.Shieldwall (51.379)(*), Idle (1), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.SplitShield (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Flee (0), Attack.KnockOut (0)
Attack.Puncture (156.014)(*), Attack.Default (74.2699)(*), Defend.Shieldwall (51.379)(*), Idle (1), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.SplitShield (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Flee (0), Attack.KnockOut (0)
12:56:44
SQ
-> Behavior picked: Attack.Default (74.2699)
12:56:45
SQ
* Goblin Skirmisher: Using Slash against Svein!
12:56:45
SQ
Goblin Skirmisher uses skill Slash
12:56:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Decapitate (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.SplitShield (0), Defend (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Attack.Puncture (0)
Idle (1)(*), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Decapitate (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.SplitShield (0), Defend (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Attack.Puncture (0)
12:56:45
SQ
-> Behavior picked: Idle (1)
12:56:45
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:56:45
SQ
* ---------------------------------------------------
12:56:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:56:45
SQ
Turn started for Goblin Skirmisher
12:56:45
SQ
*
12:56:45
SQ
* Goblin Skirmisher: Starting turn.
12:56:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:56:46
SQ
-> Behaviors to pick from:
SwitchTo.Melee (300)(*), Idle (1), SwitchTo.Ranged (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Shieldwall (0), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Defend (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Swing (0), Attack.Default (0), Defend.Riposte (0)
SwitchTo.Melee (300)(*), Idle (1), SwitchTo.Ranged (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Shieldwall (0), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Defend (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Swing (0), Attack.Default (0), Defend.Riposte (0)
12:56:46
SQ
-> Behavior picked: SwitchTo.Melee (300)
12:56:46
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:56:46
SQ
-> Behaviors to pick from:
Attack.Default (58.2334)(*), Idle (1), Defend.Spearwall (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0)
Attack.Default (58.2334)(*), Idle (1), Defend.Spearwall (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0)
12:56:46
SQ
-> Behavior picked: Attack.Default (58.2334)
12:56:46
SQ
* Goblin Skirmisher: Using Rupture against Gunnar the Hound!
12:56:46
SQ
Goblin Skirmisher uses skill Rupture
12:56:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), Attack.Split (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), Attack.Split (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Default (0)
12:56:46
SQ
-> Behavior picked: Idle (1)
12:56:47
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:56:47
SQ
* ---------------------------------------------------
12:56:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:56:47
SQ
Turn started for Ragnar the Blade
12:56:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:56:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:56:53
SQ
Turn started for Goblin Skirmisher
12:56:53
SQ
*
12:56:53
SQ
* Goblin Skirmisher: Starting turn.
12:56:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:56:54
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Default (37.0344), Idle (1), Attack.Split (0), Flee (0), Attack.KnockOut (0), Attack.ThrowNet (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0)
SwitchTo.Melee (200)(*), Attack.Default (37.0344), Idle (1), Attack.Split (0), Flee (0), Attack.KnockOut (0), Attack.ThrowNet (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Riposte (0), Defend (0), Attack.Decapitate (0), Engage.Melee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0)
12:56:54
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:56:54
SQ
* Goblin Skirmisher: Switching to melee weapon!
12:56:54
SQ
-> Behaviors to pick from:
Attack.Default (47.6667)(*), Idle (1), Flee (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.ThrowNet (0), Defend (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Split (0), Engage.Melee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0)
Attack.Default (47.6667)(*), Idle (1), Flee (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.ThrowNet (0), Defend (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Split (0), Engage.Melee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0)
12:56:54
SQ
-> Behavior picked: Attack.Default (47.6667)
12:56:54
SQ
* Goblin Skirmisher: Using Rupture against Alfgeir!
12:56:54
SQ
Goblin Skirmisher uses skill Rupture
12:56:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend (0), Attack.KnockOut (0), Attack.ThrowNet (0), Attack.Split (0), Engage.Melee (0), Attack.Swing (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), BreakFree (0), Attack.SplitShield (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Flee (0), Defend (0), Attack.KnockOut (0), Attack.ThrowNet (0), Attack.Split (0), Engage.Melee (0), Attack.Swing (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), BreakFree (0), Attack.SplitShield (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Default (0)
12:56:54
SQ
-> Behavior picked: Idle (1)
12:56:54
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:56:54
SQ
* ---------------------------------------------------
12:56:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:56:55
SQ
Turn started for Goblin Skirmisher
12:56:55
SQ
*
12:56:55
SQ
* Goblin Skirmisher: Starting turn.
12:56:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:56:55
SQ
-> Behaviors to pick from:
Attack.Default (75.0188)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Defend (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0)
Attack.Default (75.0188)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Defend (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0)
12:56:55
SQ
-> Behavior picked: Attack.Default (75.0188)
12:56:56
SQ
* Goblin Skirmisher: Using Thrust against Gothart!
12:56:56
SQ
Goblin Skirmisher uses skill Thrust
12:56:56
SQ
-> Behaviors to pick from:
Attack.Default (77.0155)(*), Idle (1), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0)
Attack.Default (77.0155)(*), Idle (1), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0)
12:56:56
SQ
-> Behavior picked: Attack.Default (77.0155)
12:56:57
SQ
* Goblin Skirmisher: Using Thrust against Gothart!
12:56:57
SQ
Goblin Skirmisher uses skill Thrust
12:56:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Engage.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.Default (0)
12:56:57
SQ
-> Behavior picked: Idle (1)
12:56:57
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:56:57
SQ
* ---------------------------------------------------
12:56:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:56:57
SQ
Turn started for Goblin Skirmisher
12:56:57
SQ
*
12:56:57
SQ
* Goblin Skirmisher: Starting turn.
12:56:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:56:58
SQ
-> Behaviors to pick from:
Attack.Puncture (349.985)(*), Attack.Default (84.9294), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Attack.Decapitate (0), Attack.Swing (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Split (0)
Attack.Puncture (349.985)(*), Attack.Default (84.9294), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Attack.Decapitate (0), Attack.Swing (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Split (0)
12:56:58
SQ
-> Behavior picked: Attack.Puncture (349.985)
12:56:58
SQ
* Goblin Skirmisher: Using Puncture against Gothart!
12:56:58
SQ
Goblin Skirmisher uses skill Puncture
12:56:58
SQ
-> Behaviors to pick from:
Attack.Puncture (582.411)(*), Attack.Default (84.5777), Idle (1), Defend.Shieldwall (0), BreakFree (0), Attack.SplitShield (0), Defend (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Swing (0), Engage.Melee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0)
Attack.Puncture (582.411)(*), Attack.Default (84.5777), Idle (1), Defend.Shieldwall (0), BreakFree (0), Attack.SplitShield (0), Defend (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Swing (0), Engage.Melee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0)
12:56:58
SQ
-> Behavior picked: Attack.Puncture (582.411)
12:56:59
SQ
* Goblin Skirmisher: Using Puncture against Gothart!
12:56:59
SQ
Goblin Skirmisher uses skill Puncture
12:56:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend (0), BreakFree (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0), Attack.Swing (0), Engage.Melee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Attack.Puncture (0)
Idle (1)(*), Attack.SplitShield (0), Defend (0), BreakFree (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0), Attack.Swing (0), Engage.Melee (0), Defend.Spearwall (0), Roam (0), Attack.ThrowNet (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Attack.Puncture (0)
12:56:59
SQ
-> Behavior picked: Idle (1)
12:56:59
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:56:59
SQ
* ---------------------------------------------------
12:57:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:57:00
SQ
Turn started for Thorismund Balduric
12:57:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:57:05
SQ
[Thorismund Balduric] executes skill [Impale] on target [Goblin Skirmisher]
12:57:05
SQ
Thorismund Balduric uses skill Impale
12:57:05
SQ
Goblin Skirmisher has died.
12:57:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:57:07
SQ
Turn started for Gothart
12:57:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:57:12
SQ
[Gothart] executes skill [Rupture] on target [Goblin Skirmisher]
12:57:12
SQ
Gothart uses skill Rupture
12:57:12
SQ
Goblin Skirmisher has died.
12:57:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:57:15
SQ
Turn started for Gerhard
12:57:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:57:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:57:25
SQ
Turn started for Goblin Overseer
12:57:25
SQ
*
12:57:25
SQ
* Goblin Overseer: Starting turn.
12:57:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:57:26
SQ
-> Behaviors to pick from:
Reload (94.9474)(*), Engage.Ranged (25)(*), Idle (1), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Bow (0), BoostMorale (0), BreakFree (0), Attack.Default (0), Roam (0), Retreat (0), Flee (0), Attack.Puncture (0)
Reload (94.9474)(*), Engage.Ranged (25)(*), Idle (1), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Bow (0), BoostMorale (0), BreakFree (0), Attack.Default (0), Roam (0), Retreat (0), Flee (0), Attack.Puncture (0)
12:57:26
SQ
-> Behavior picked: Reload (94.9474)
12:57:26
SQ
* Goblin Overseer: Reloading!
12:57:26
SQ
Goblin Overseer uses skill Reload
12:57:26
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), SwitchTo.Melee (0), Flee (0), Attack.Bow (0), BoostMorale (0), BreakFree (0), Attack.Default (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0)
Engage.Ranged (25)(*), Idle (1), SwitchTo.Melee (0), Flee (0), Attack.Bow (0), BoostMorale (0), BreakFree (0), Attack.Default (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0)
12:57:26
SQ
-> Behavior picked: Engage.Ranged (25)
12:57:26
SQ
TurnSequenceBar::entityWaitTurn(Goblin Overseer)
12:57:26
SQ
* Goblin Overseer: Waiting until others have moved!
12:57:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:57:26
SQ
Turn started for Torleif
12:57:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:57:31
SQ
[Torleif] executes skill [Impale] on target [Goblin Skirmisher]
12:57:31
SQ
Torleif uses skill Impale
12:57:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:57:32
SQ
Turn started for Gunnar the Hound
12:57:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:57:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:57:39
SQ
Turn started for Bjarne
12:57:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:57:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:57:42
SQ
Turn started for Alfgeir
12:57:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:57:46
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Skirmisher]
12:57:46
SQ
Alfgeir uses skill Thrust
12:57:46
SQ
Goblin Skirmisher has died.
12:57:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:57:51
SQ
Turn started for Alantyr the Swift
12:57:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:57:57
SQ
[Alantyr the Swift] executes skill [Impale] on target [Goblin Skirmisher]
12:57:57
SQ
Alantyr the Swift uses skill Impale
12:57:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:57:57
SQ
Turn started for Winrich
12:57:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:58:00
SQ
[Winrich] executes skill [Slash] on target [Goblin Skirmisher]
12:58:00
SQ
Winrich uses skill Slash
12:58:00
SQ
Goblin Skirmisher has died.
12:58:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:58:06
SQ
Turn started for Palaemon the Oldguard
12:58:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:58:12
SQ
[Palaemon the Oldguard] executes skill [Knock Back] on target [Goblin Skirmisher]
12:58:12
SQ
Palaemon the Oldguard uses skill Knock Back
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:12
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:58:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:58:13
SQ
Turn started for Svein
12:58:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:58:17
SQ
[Svein] executes skill [Thrust] on target [Goblin Skirmisher]
12:58:17
SQ
Svein uses skill Thrust
12:58:19
SQ
[Svein] executes skill [Shieldwall] on target [Svein]
12:58:19
SQ
Svein uses skill Shieldwall
12:58:19
SQ
Skill [Bleeding] removed from [Svein].
12:58:19
SQ
Skill [Bleeding] removed from [Svein].
12:58:19
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
12:58:19
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
12:58:19
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
12:58:19
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
12:58:19
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
12:58:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:58:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:58:20
SQ
* Goblin Overseer: It's important that I get some distance from my opponents..
12:58:20
SQ
-> Behaviors to pick from:
Retreat (1100)(*), Engage.Ranged (116.667), Attack.Bow (68.163), Idle (1), Roam (0), BoostMorale (0), SwitchTo.Melee (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Flee (0)
Retreat (1100)(*), Engage.Ranged (116.667), Attack.Bow (68.163), Idle (1), Roam (0), BoostMorale (0), SwitchTo.Melee (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Flee (0)
12:58:20
SQ
-> Behavior picked: Retreat (1100)
12:58:20
SQ
* Goblin Overseer: Retreating.
12:58:20
SQ
INFO: Next round issued: 7
12:58:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:58:21
SQ
Turn started for Goblin Skirmisher
12:58:21
SQ
*
12:58:21
SQ
* Goblin Skirmisher: Starting turn.
12:58:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:58:21
SQ
-> Behaviors to pick from:
Attack.Default (54.1067)(*), Engage.Melee (13.587)(*), Idle (1), Attack.ThrowNet (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.KnockOut (0), Flee (0)
Attack.Default (54.1067)(*), Engage.Melee (13.587)(*), Idle (1), Attack.ThrowNet (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.KnockOut (0), Flee (0)
12:58:21
SQ
-> Behavior picked: Attack.Default (54.1067)
12:58:22
SQ
* Goblin Skirmisher: Using Rupture against Palaemon the Oldguard!
12:58:22
SQ
Goblin Skirmisher uses skill Rupture
12:58:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Shieldwall (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.KnockOut (0), Flee (0), Attack.Default (0)
Idle (1)(*), Defend (0), Defend.Shieldwall (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Retreat (0), SwitchTo.Ranged (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.KnockOut (0), Flee (0), Attack.Default (0)
12:58:22
SQ
-> Behavior picked: Idle (1)
12:58:22
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:58:22
SQ
* ---------------------------------------------------
12:58:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:58:22
SQ
Turn started for Ragnar the Blade
12:58:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:58:27
SQ
Skill [Hidden] removed from [Ragnar the Blade].
12:58:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:58:31
SQ
Turn started for Goblin Skirmisher
12:58:31
SQ
*
12:58:31
SQ
* Goblin Skirmisher: Starting turn.
12:58:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:58:31
SQ
-> Behaviors to pick from:
Retreat (1100)(*), Attack.Default (55.6809), Idle (1), Defend (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Swing (0), Roam (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Knockback (0), Engage.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Attack.ThrowNet (0), Flee (0)
Retreat (1100)(*), Attack.Default (55.6809), Idle (1), Defend (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Swing (0), Roam (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Knockback (0), Engage.Melee (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Attack.ThrowNet (0), Flee (0)
12:58:31
SQ
-> Behavior picked: Retreat (1100)
12:58:32
SQ
* Goblin Skirmisher: Retreating.
12:58:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:58:33
SQ
Turn started for Goblin Skirmisher
12:58:33
SQ
*
12:58:33
SQ
* Goblin Skirmisher: Starting turn.
12:58:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:58:34
SQ
-> Behaviors to pick from:
Attack.Puncture (272.396)(*), Defend.Shieldwall (115.182)(*), Attack.Default (62.5141), Idle (1), Attack.ThrowNet (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0)
Attack.Puncture (272.396)(*), Defend.Shieldwall (115.182)(*), Attack.Default (62.5141), Idle (1), Attack.ThrowNet (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0)
12:58:34
SQ
-> Behavior picked: Defend.Shieldwall (115.182)
12:58:34
SQ
* Goblin Skirmisher: Using Shieldwall!
12:58:34
SQ
Goblin Skirmisher uses skill Shieldwall
12:58:34
SQ
-> Behaviors to pick from:
Attack.Puncture (259.73)(*), Attack.Default (62.2737), Idle (1), Attack.ThrowNet (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Melee (0), Defend (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Defend.Shieldwall (0)
Attack.Puncture (259.73)(*), Attack.Default (62.2737), Idle (1), Attack.ThrowNet (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Roam (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Melee (0), Defend (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Defend.Shieldwall (0)
12:58:34
SQ
-> Behavior picked: Attack.Puncture (259.73)
12:58:35
SQ
* Goblin Skirmisher: Using Puncture against Thorismund Balduric!
12:58:35
SQ
Goblin Skirmisher uses skill Puncture
12:58:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), Roam (0), Attack.ThrowNet (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Default (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Puncture (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), Roam (0), Attack.ThrowNet (0), Attack.Decapitate (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Default (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Puncture (0)
12:58:35
SQ
-> Behavior picked: Idle (1)
12:58:35
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
12:58:35
SQ
* ---------------------------------------------------
12:58:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
12:58:36
SQ
Turn started for Thorismund Balduric
12:58:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
12:58:38
SQ
[Thorismund Balduric] executes skill [Impale] on target [Goblin Skirmisher]
12:58:38
SQ
Thorismund Balduric uses skill Impale
12:58:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
12:58:40
SQ
Turn started for Gerhard
12:58:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
12:58:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
12:58:47
SQ
Turn started for Torleif
12:58:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
12:58:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
12:58:57
SQ
Turn started for Gothart
12:58:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
12:59:01
SQ
[Gothart] executes skill [Rupture] on target [Goblin Skirmisher]
12:59:01
SQ
Gothart uses skill Rupture
12:59:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
12:59:02
SQ
Turn started for Gunnar the Hound
12:59:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
12:59:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
12:59:10
SQ
Turn started for Goblin Overseer
12:59:10
SQ
*
12:59:10
SQ
* Goblin Overseer: Starting turn.
12:59:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
12:59:11
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Attack.Bow (79.9293)(*), Idle (1), Roam (0), Attack.Default (0), BoostMorale (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Engage.Ranged (0), Retreat (0)
SwitchTo.Melee (200)(*), Attack.Bow (79.9293)(*), Idle (1), Roam (0), Attack.Default (0), BoostMorale (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Engage.Ranged (0), Retreat (0)
12:59:11
SQ
-> Behavior picked: Attack.Bow (79.9293)
12:59:11
SQ
* Goblin Overseer: Using Shoot Heavy Bolt against Ragnar the Blade!
12:59:11
SQ
Goblin Overseer uses skill Shoot Heavy Bolt
12:59:12
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Attack.Default (0), Engage.Ranged (0), BoostMorale (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Roam (0), Retreat (0), Attack.Bow (0)
SwitchTo.Melee (200)(*), Idle (1), Attack.Default (0), Engage.Ranged (0), BoostMorale (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Roam (0), Retreat (0), Attack.Bow (0)
12:59:12
SQ
-> Behavior picked: SwitchTo.Melee (200)
12:59:12
SQ
* Goblin Overseer: Switching to melee weapon!
12:59:12
SQ
Skill [Reload] removed from [Goblin Overseer].
12:59:12
SQ
-> Behaviors to pick from:
Attack.Default (55.7107)(*), Idle (1), BoostMorale (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Roam (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0)
Attack.Default (55.7107)(*), Idle (1), BoostMorale (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Roam (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0)
12:59:12
SQ
-> Behavior picked: Attack.Default (55.7107)
12:59:12
SQ
* Goblin Overseer: Using Slash against Gunnar the Hound!
12:59:12
SQ
Goblin Overseer uses skill Slash
12:59:12
SQ
-> Behaviors to pick from:
Idle (1)(*), BoostMorale (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Roam (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), BoostMorale (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Roam (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Attack.Default (0)
12:59:12
SQ
-> Behavior picked: Idle (1)
12:59:12
SQ
* Goblin Overseer: Ending Turn with 3 of 9 AP left.
12:59:12
SQ
* ---------------------------------------------------
12:59:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
12:59:13
SQ
Turn started for Alfgeir
12:59:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
12:59:15
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Skirmisher]
12:59:15
SQ
Alfgeir uses skill Thrust
12:59:17
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Skirmisher]
12:59:17
SQ
Alfgeir uses skill Thrust
12:59:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
12:59:18
SQ
Turn started for Bjarne
12:59:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
12:59:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
12:59:24
SQ
Turn started for Alantyr the Swift
12:59:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
12:59:27
SQ
[Alantyr the Swift] executes skill [Impale] on target [Goblin Skirmisher]
12:59:27
SQ
Alantyr the Swift uses skill Impale
12:59:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
12:59:29
SQ
Turn started for Winrich
12:59:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
12:59:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
12:59:34
SQ
Turn started for Palaemon the Oldguard
12:59:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
12:59:40
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Goblin Skirmisher]
12:59:40
SQ
Palaemon the Oldguard uses skill Slash
12:59:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
12:59:43
SQ
Turn started for Svein
12:59:43
SQ
Skill [Shieldwall] removed from [Svein].
12:59:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
12:59:46
SQ
[Svein] executes skill [Break Free] on target [Svein]
12:59:46
SQ
Svein uses skill Break Free
12:59:46
SQ
Skill [Trapped in Net] removed from [Svein].
12:59:48
SQ
[Svein] executes skill [Shieldwall] on target [Svein]
12:59:48
SQ
Svein uses skill Shieldwall
12:59:48
SQ
Skill [Break Free] removed from [Svein].
12:59:48
SQ
INFO: Next round issued: 8
12:59:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:59:49
SQ
Turn started for Goblin Skirmisher
12:59:49
SQ
*
12:59:49
SQ
* Goblin Skirmisher: Starting turn.
12:59:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:59:49
SQ
-> Behaviors to pick from:
Attack.Default (55.6809)(*), Idle (1), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Swing (0), Roam (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Attack.ThrowNet (0), Flee (0), Retreat (0)
Attack.Default (55.6809)(*), Idle (1), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Swing (0), Roam (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Attack.ThrowNet (0), Flee (0), Retreat (0)
12:59:49
SQ
-> Behavior picked: Attack.Default (55.6809)
12:59:50
SQ
* Goblin Skirmisher: Using Rupture against Winrich!
12:59:50
SQ
Goblin Skirmisher uses skill Rupture
12:59:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Roam (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Split (0), Attack.ThrowNet (0), Flee (0), Retreat (0), Attack.Default (0)
Idle (1)(*), Defend.Spearwall (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Roam (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Split (0), Attack.ThrowNet (0), Flee (0), Retreat (0), Attack.Default (0)
12:59:50
SQ
-> Behavior picked: Idle (1)
12:59:50
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:59:50
SQ
* ---------------------------------------------------
12:59:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
12:59:50
SQ
Turn started for Goblin Skirmisher
12:59:50
SQ
*
12:59:50
SQ
* Goblin Skirmisher: Starting turn.
12:59:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
12:59:51
SQ
-> Behaviors to pick from:
Attack.Default (55.328)(*), Idle (1), BreakFree (0), Defend.Knockback (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Attack.Puncture (0), Defend.Riposte (0), Engage.Melee (0), Attack.SplitShield (0), Attack.ThrowNet (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Defend (0)
Attack.Default (55.328)(*), Idle (1), BreakFree (0), Defend.Knockback (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Attack.Puncture (0), Defend.Riposte (0), Engage.Melee (0), Attack.SplitShield (0), Attack.ThrowNet (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Defend (0)
12:59:51
SQ
-> Behavior picked: Attack.Default (55.328)
12:59:51
SQ
* Goblin Skirmisher: Using Rupture against Bjarne!
12:59:51
SQ
Goblin Skirmisher uses skill Rupture
12:59:51
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Swing (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Engage.Melee (0), Attack.SplitShield (0), Attack.ThrowNet (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Defend (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Attack.Swing (0), Defend.Shieldwall (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Riposte (0), Engage.Melee (0), Attack.SplitShield (0), Attack.ThrowNet (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Defend (0), Attack.Default (0)
12:59:51
SQ
-> Behavior picked: Idle (1)
12:59:52
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
12:59:52
SQ
* ---------------------------------------------------
12:59:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
12:59:52
SQ
Turn started for Ragnar the Blade
12:59:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
12:59:56
UI
equip item: 54574536
12:59:59
SQ
[Ragnar the Blade] executes skill [Impale] on target [Goblin Overseer]
12:59:59
SQ
Ragnar the Blade uses skill Impale
13:00:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:00:00
SQ
Turn started for Thorismund Balduric
13:00:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:00:03
SQ
[Thorismund Balduric] executes skill [Impale] on target [Goblin Skirmisher]
13:00:03
SQ
Thorismund Balduric uses skill Impale
13:00:03
SQ
Goblin Skirmisher has died.
13:00:03
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
13:00:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: false)
13:00:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:00:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Overseer - Locked: true)
13:00:06
SQ
Turn started for Goblin Overseer
13:00:06
SQ
*
13:00:06
SQ
* Goblin Overseer: Starting turn.
13:00:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Overseer)
13:00:06
SQ
-> Behaviors to pick from:
Attack.Default (59.9341)(*), Idle (1), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Roam (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), BoostMorale (0)
Attack.Default (59.9341)(*), Idle (1), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Roam (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), BoostMorale (0)
13:00:06
SQ
-> Behavior picked: Attack.Default (59.9341)
13:00:07
SQ
* Goblin Overseer: Using Slash against Winrich!
13:00:07
SQ
Goblin Overseer uses skill Slash
13:00:07
SQ
-> Behaviors to pick from:
Attack.Default (62.8578)(*), Idle (1), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), BoostMorale (0), Reload (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0)
Attack.Default (62.8578)(*), Idle (1), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), BoostMorale (0), Reload (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0)
13:00:07
SQ
-> Behavior picked: Attack.Default (62.8578)
13:00:08
SQ
* Goblin Overseer: Using Slash against Winrich!
13:00:08
SQ
Goblin Overseer uses skill Slash
13:00:08
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Reload (0), BreakFree (0), BoostMorale (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Reload (0), BreakFree (0), BoostMorale (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), Attack.Default (0)
13:00:08
SQ
-> Behavior picked: Idle (1)
13:00:08
SQ
* Goblin Overseer: Ending Turn with 1 of 9 AP left.
13:00:08
SQ
* ---------------------------------------------------
13:00:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:00:08
SQ
Turn started for Gerhard
13:00:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:00:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:00:14
SQ
Turn started for Torleif
13:00:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:00:22
SQ
[Torleif] executes skill [Impale] on target [Goblin Skirmisher]
13:00:22
SQ
Torleif uses skill Impale
13:00:22
SQ
Goblin Skirmisher has died.
13:00:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:00:22
SQ
Turn started for Gothart
13:00:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:00:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:00:27
SQ
Turn started for Gunnar the Hound
13:00:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:00:30
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Goblin Overseer]
13:00:30
SQ
Gunnar the Hound uses skill Thrust
13:00:32
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Goblin Overseer]
13:00:32
SQ
Gunnar the Hound uses skill Thrust
13:00:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:00:32
SQ
Turn started for Bjarne
13:00:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:00:35
SQ
[Bjarne] executes skill [Cleave] on target [Goblin Skirmisher]
13:00:35
SQ
Bjarne uses skill Cleave
13:00:37
SQ
[Bjarne] executes skill [Cleave] on target [Goblin Skirmisher]
13:00:37
SQ
Bjarne uses skill Cleave
13:00:37
UI
ERROR: Failed to update entity. Reason: Entity id: 277935 not found.
13:00:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:00:37
SQ
Turn started for Alfgeir
13:00:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:00:42
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Skirmisher]
13:00:42
SQ
Alfgeir uses skill Thrust
13:00:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:00:43
SQ
Turn started for Alantyr the Swift
13:00:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:00:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:00:48
SQ
Turn started for Winrich
13:00:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:00:51
SQ
[Winrich] executes skill [Slash] on target [Goblin Overseer]
13:00:51
SQ
Winrich uses skill Slash
13:00:54
SQ
[Winrich] executes skill [Slash] on target [Goblin Overseer]
13:00:54
SQ
Winrich uses skill Slash
13:00:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:00:54
SQ
Turn started for Palaemon the Oldguard
13:00:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:00:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:00:59
SQ
Turn started for Svein
13:00:59
SQ
Skill [Shieldwall] removed from [Svein].
13:00:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:01:04
SQ
INFO: Next round issued: 9
13:01:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:01:04
SQ
Turn started for Goblin Skirmisher
13:01:04
SQ
*
13:01:04
SQ
* Goblin Skirmisher: Starting turn.
13:01:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:01:05
SQ
-> Behaviors to pick from:
Attack.Default (80.62)(*), Idle (1), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Attack.Split (0), Attack.ThrowNet (0), Flee (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0)
Attack.Default (80.62)(*), Idle (1), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Puncture (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Attack.Split (0), Attack.ThrowNet (0), Flee (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0)
13:01:05
SQ
-> Behavior picked: Attack.Default (80.62)
13:01:05
SQ
* Goblin Skirmisher: Using Rupture against Alantyr the Swift!
13:01:05
SQ
Goblin Skirmisher uses skill Rupture
13:01:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Attack.Puncture (0), Roam (0), Attack.Split (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.SplitShield (0), BreakFree (0), Defend (0), Attack.ThrowNet (0), Flee (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Attack.Swing (0), Defend.Knockback (0), Attack.Puncture (0), Roam (0), Attack.Split (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.SplitShield (0), BreakFree (0), Defend (0), Attack.ThrowNet (0), Flee (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Default (0)
13:01:05
SQ
-> Behavior picked: Idle (1)
13:01:05
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
13:01:05
SQ
* ---------------------------------------------------
13:01:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:01:06
SQ
Turn started for Ragnar the Blade
13:01:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:01:11
SQ
[Ragnar the Blade] executes skill [Impale] on target [Goblin Overseer]
13:01:11
SQ
Ragnar the Blade uses skill Impale
13:01:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:01:13
SQ
Turn started for Gerhard
13:01:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:01:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:01:19
SQ
Turn started for Thorismund Balduric
13:01:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:01:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:01:22
SQ
Turn started for Gothart
13:01:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:01:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:01:24
SQ
Turn started for Torleif
13:01:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:01:29
SQ
[Torleif] executes skill [Impale] on target [Goblin Skirmisher]
13:01:29
SQ
Torleif uses skill Impale
13:01:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:01:29
SQ
Turn started for Gunnar the Hound
13:01:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:01:32
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Goblin Overseer]
13:01:32
SQ
Gunnar the Hound uses skill Thrust
13:01:32
SQ
Goblin Overseer has died.
13:01:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: false)
13:01:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:01:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:01:38
SQ
Turn started for Alfgeir
13:01:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:01:40
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Skirmisher]
13:01:40
SQ
Alfgeir uses skill Thrust
13:01:40
SQ
Goblin Skirmisher has died.
13:01:40
Resource
Unloading: gfx/orientation_overlay.png
13:01:40
SQ
Skill [Nighttime] removed from [Gunnar the Hound].
13:01:40
SQ
Skill [Nighttime] removed from [Winrich].
13:01:40
SQ
Skill [Nighttime] removed from [Ragnar the Blade].
13:01:40
SQ
Skill [Nighttime] removed from [Torleif].
13:01:40
SQ
Skill [Nighttime] removed from [Thorismund Balduric].
13:01:40
SQ
Skill [Nighttime] removed from [Palaemon the Oldguard].
13:01:40
SQ
Skill [Nighttime] removed from [Gerhard].
13:01:40
SQ
Skill [Nighttime] removed from [Alfgeir].
13:01:40
SQ
Skill [Bleeding] removed from [Bjarne].
13:01:40
SQ
Skill [Nighttime] removed from [Bjarne].
13:01:40
SQ
Skill [Nighttime] removed from [Svein].
13:01:40
SQ
Skill [Bleeding] removed from [Alantyr the Swift].
13:01:40
SQ
Skill [Nighttime] removed from [Alantyr the Swift].
13:01:40
SQ
Skill [Nighttime] removed from [Gothart].
13:01:44
Resource
Loading: music/victory_01.music
13:01:44
Resource
Unloading: music/goblins_01.music
13:01:56
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
13:01:56
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
13:01:56
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
13:01:56
SQ
World::onCombatFinished
13:01:56
SQ
TacticalState::onFinish
13:01:56
Resource
Unloading: gfx/object_0.png
13:01:56
Resource
Unloading: gfx/detail.png
13:01:56
Resource
Unloading Resource Package "Temporary Tactical Resources".
13:01:56
Resource
Unloading: sounds/combat/throw_net_01.wav
13:01:56
Resource
Unloading: sounds/combat/throw_net_02.wav
13:01:56
Resource
Unloading: sounds/combat/break_free_net_01.wav
13:01:56
Resource
Unloading: sounds/combat/break_free_net_02.wav
13:01:56
Resource
Unloading: sounds/combat/break_free_net_03.wav
13:01:56
Resource
Unloading: sounds/combat/rupture_blood_01.wav
13:01:56
Resource
Unloading: sounds/combat/rupture_blood_02.wav
13:01:56
Resource
Unloading: sounds/combat/rupture_blood_03.wav
13:01:56
Resource
Unloading: sounds/combat/repel_hit_01.wav
13:01:56
Resource
Unloading: sounds/combat/repel_hit_02.wav
13:01:56
Resource
Unloading: sounds/combat/repel_hit_03.wav
13:01:56
Resource
Unloading: sounds/combat/poison_applied_01.wav
13:01:56
Resource
Unloading: sounds/combat/poison_applied_02.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_whip_00.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_whip_01.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_whip_02.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_00.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_01.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_02.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_03.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_04.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_05.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_06.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_07.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_08.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_09.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_10.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_hurt_11.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_00.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_01.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_02.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_03.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_04.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_05.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_06.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_07.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_death_08.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_flee_00.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_flee_01.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_flee_02.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_flee_03.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_flee_04.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_flee_05.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_00.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_01.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_02.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_03.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_04.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_05.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_06.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_07.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_08.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_09.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_10.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_11.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_12.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_13.wav
13:01:56
Resource
Unloading: sounds/enemies/goblin_idle_14.wav
13:01:56
Resource
Unloading: gfx/entity_2.png
13:01:56
UI
IngameMenuScreen::UNREGISTER
13:01:56
UI
MainMenuModule::UNREGISTER
13:01:56
UI
LoadCampaignMenuModule::UNREGISTER
13:01:56
UI
SaveCampaignMenuModule::UNREGISTER
13:01:56
UI
OptionsMenuModule::UNREGISTER
13:01:56
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:01:56
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:01:56
UI
OptionsMenuModuleControlsPanel::UNREGISTER
13:01:56
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
13:01:56
UI
TacticalFleeScreen::UNREGISTER
13:01:56
UI
CharacterScreen::UNREGISTER
13:01:56
UI
CharacterScreenLeftPanelModule::UNREGISTER
13:01:56
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
13:01:56
UI
CharacterScreenPaperdollModule::UNREGISTER
13:01:56
UI
CharacterScreenSkillsModule::UNREGISTER
13:01:56
UI
CharacterScreenStatsModule::UNREGISTER
13:01:56
UI
CharacterScreenRightPanelModule::UNREGISTER
13:01:56
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
13:01:56
UI
CharacterScreenInventoryListModule::UNREGISTER
13:01:56
UI
CharacterScreenPerksModule::UNREGISTER
13:01:56
UI
CharacterScreenBrothersListModule::UNREGISTER
13:01:56
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
13:01:56
UI
TacticalScreen::UNREGISTER
13:01:56
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
13:01:56
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
13:01:56
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
13:01:56
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
13:01:56
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
13:01:56
UI
TacticalCombatResultScreen::UNREGISTER
13:01:56
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
13:01:56
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
13:02:00
Resource
Loading: music/worldmap_07.music
13:02:00
Resource
Unloading: music/victory_01.music
13:03:00
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
13:03:04
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
13:03:52
UI
equip item: 54791858
13:04:04
UI
equip item: 51042997
13:04:08
UI
equip item: 54613440
13:04:11
UI
equip item: 52785962
13:07:24
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
13:07:27
UI
Backpack -> Stash | Ground (targetIdx: 79)
13:07:51
UI
equip item: 55947316
13:08:05
Resource
Loading: music/worldmap_06.music
13:08:05
Resource
Unloading: music/worldmap_07.music
13:08:15
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
13:08:44
SQ
contract removed: contract.destroy_inactive_location
13:08:48
SQ
contract added: contract.errant
13:09:21
SQ
contract added: contract.errant
13:09:24
SQ
contract removed: contract.discover_location
13:09:24
SQ
contract added: contract.errant
13:09:30
SQ
chance to fire event: 1.00043%
13:09:36
SQ
Location entered: Schoenberg
13:09:40
Resource
Loading: music/village_01.music
13:09:40
Resource
Unloading: music/worldmap_06.music
13:10:59
Resource
Loading: music/worldmap_03.music
13:11:00
Resource
Unloading: music/village_01.music
13:11:09
SQ
Location entered: Schoenberg
13:11:13
Resource
Loading: music/village_01.music
13:11:13
Resource
Unloading: music/worldmap_03.music
13:11:16
SQ
contract activated: contract.errant
13:11:23
Resource
Loading: music/worldmap_06.music
13:11:23
Resource
Unloading: music/village_01.music
13:11:26
SQ
contract added: contract.destroy_inactive_location
13:11:26
SQ
chance to fire event: 1.89515%
13:11:35
SQ
chance to fire event: 2.85765%
13:11:43
SQ
contract removed: contract.destroy_inactive_location
13:11:45
SQ
chance to fire event: 3.81993%
13:11:54
SQ
chance to fire event: 4.78265%
13:11:57
SQ
Location entered: City of Wallstadt
13:12:01
Resource
Loading: music/city_01.music
13:12:01
Resource
Unloading: music/worldmap_06.music
13:13:11
Resource
Loading: music/worldmap_06.music
13:13:11
Resource
Unloading: music/city_01.music
13:13:12
SQ
contract added: contract.errant
13:13:15
SQ
contract removed: contract.destroy_orc_camp
13:13:15
SQ
chance to fire event: 5.74472%
13:13:21
SQ
contract removed: contract.destroy_inactive_location
13:13:26
SQ
chance to fire event: 6.70743%
13:13:28
SQ
contract removed: contract.destroy_inactive_location
13:13:42
SQ
Save campaign: autosave
13:13:43
Scene
Finished saving scene.
13:13:44
SQ
WorldState::onHide
13:13:44
UI
CharacterScreen::REGISTER
13:13:44
UI
CharacterScreenLeftPanelModule::REGISTER
13:13:44
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
13:13:44
UI
CharacterScreenPaperdollModule::REGISTER
13:13:44
UI
CharacterScreenSkillsModule::REGISTER
13:13:44
UI
CharacterScreenStatsModule::REGISTER
13:13:44
UI
CharacterScreenRightPanelModule::REGISTER
13:13:44
UI
CharacterScreenRightPanelHeaderModule::REGISTER
13:13:44
UI
CharacterScreenInventoryListModule::REGISTER
13:13:44
UI
CharacterScreenPerksModule::REGISTER
13:13:44
UI
CharacterScreenBrothersListModule::REGISTER
13:13:44
UI
CharacterScreenBattleStartFooterModule::REGISTER
13:13:44
UI
TacticalFleeScreen::REGISTER
13:13:44
UI
IngameMenuScreen::REGISTER
13:13:44
UI
MainMenuModule::REGISTER
13:13:44
UI
LoadCampaignMenuModule::REGISTER
13:13:44
UI
SaveCampaignMenuModule::REGISTER
13:13:44
UI
OptionsMenuModule::REGISTER
13:13:44
UI
OptionsMenuModuleVideoPanel::REGISTER
13:13:44
UI
OptionsMenuModuleAudioPanel::REGISTER
13:13:44
UI
OptionsMenuModuleControlsPanel::REGISTER
13:13:44
UI
OptionsMenuModuleGameplayPanel::REGISTER
13:13:44
UI
TacticalCombatResultScreen::REGISTER
13:13:44
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
13:13:44
UI
TacticalCombatResultScreenLootPanel::REGISTER
13:13:44
UI
TacticalScreen::REGISTER
13:13:44
UI
TacticalScreenTurnSequenceBarModule::REGISTER
13:13:44
UI
TacticalScreenOrientationOverlayModule::REGISTER
13:13:44
UI
TacticalScreenTopbarEventLogModule::REGISTER
13:13:44
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
13:13:44
UI
TacticalScreenTopbarOptionsModule::REGISTER
13:13:44
Resource
Loading: gfx/detail.png
13:13:44
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
13:13:44
Resource
Loading: gfx/object_0.png
13:13:44
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
13:13:44
Resource
Loading: gfx/orientation_overlay.png
13:13:44
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
13:13:44
SQ
TACTICAL: STASH LOCKED: true
13:13:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:13:45
SQ
Turn started for Bandit Marksman
13:13:45
SQ
*
13:13:45
SQ
* Bandit Marksman: Starting turn.
13:13:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:13:45
SQ
INFO: Next round issued: 1
13:13:45
Resource
Started loading Resource Package "Temporary Tactical Resources".
13:13:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:13:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:13:45
SQ
defensive score: 1.28
13:13:45
SQ
defensive threshold: 2.94118
13:13:45
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.5081), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (12.5081), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
13:13:45
SQ
-> Behavior picked: Engage.Ranged (80)
13:13:45
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (not visible)
13:13:45
SQ
defensive score: 1.28
13:13:45
SQ
defensive threshold: 2.94118
13:13:45
SQ
-> Behaviors to pick from:
Attack.Bow (12.5626)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
Attack.Bow (12.5626)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
13:13:45
SQ
-> Behavior picked: Attack.Bow (12.5626)
13:13:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:13:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:13:46
SQ
* Bandit Marksman: Using Quick Shot against Bjarne!
13:13:46
SQ
Bandit Marksman uses skill Quick Shot
13:13:48
SQ
defensive score: 1.28
13:13:48
SQ
defensive threshold: 2.94118
13:13:48
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
13:13:48
SQ
-> Behavior picked: Idle (1)
13:13:48
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
13:13:48
SQ
* ---------------------------------------------------
13:13:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:13:48
SQ
Turn started for Bandit Marksman
13:13:48
SQ
*
13:13:48
SQ
* Bandit Marksman: Starting turn.
13:13:48
Resource
Loading: music/bandits_02.music
13:13:48
Resource
Unloading: music/worldmap_06.music
13:13:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:13:48
SQ
defensive score: 1.28
13:13:48
SQ
defensive threshold: 2.94118
13:13:48
SQ
-> Behaviors to pick from:
Attack.Bow (12.5706)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (12.5706)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
13:13:48
SQ
-> Behavior picked: Attack.Bow (12.5706)
13:13:49
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
13:13:49
SQ
Bandit Marksman uses skill Quick Shot
13:13:51
SQ
defensive score: 1.28
13:13:51
SQ
defensive threshold: 2.94118
13:13:51
SQ
-> Behaviors to pick from:
Attack.Bow (12.5021)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), BreakFree (0)
Attack.Bow (12.5021)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), BreakFree (0)
13:13:51
SQ
-> Behavior picked: Attack.Bow (12.5021)
13:13:51
SQ
* Bandit Marksman: Using Quick Shot against Winrich!
13:13:51
SQ
Bandit Marksman uses skill Quick Shot
13:13:52
SQ
defensive score: 1.28
13:13:52
SQ
defensive threshold: 2.94118
13:13:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Reload (0), Attack.Bow (0)
13:13:52
SQ
-> Behavior picked: Idle (1)
13:13:52
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:13:52
SQ
* ---------------------------------------------------
13:13:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:13:52
SQ
Turn started for Bandit Marksman
13:13:53
SQ
*
13:13:53
SQ
* Bandit Marksman: Starting turn.
13:13:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:13:53
SQ
defensive score: 1.28
13:13:53
SQ
defensive threshold: 2.94118
13:13:53
SQ
-> Behaviors to pick from:
Attack.Bow (24.8085)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Bow (24.8085)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
13:13:53
SQ
-> Behavior picked: Attack.Bow (24.8085)
13:13:53
SQ
* Bandit Marksman: Using Aimed Shot against Gunnar the Hound!
13:13:53
SQ
Bandit Marksman uses skill Aimed Shot
13:13:55
SQ
defensive score: 1.28
13:13:55
SQ
defensive threshold: 2.94118
13:13:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Bow (0)
13:13:55
SQ
-> Behavior picked: Idle (1)
13:13:55
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:13:55
SQ
* ---------------------------------------------------
13:13:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:13:55
SQ
Turn started for Ragnar the Blade
13:13:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:14:08
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
13:14:08
SQ
Ragnar the Blade uses skill Quick Shot
13:14:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:08
SQ
Turn started for Bandit Raider
13:14:08
SQ
*
13:14:08
SQ
* Bandit Raider: Starting turn.
13:14:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:08
SQ
defensive score: 1.28
13:14:08
SQ
defensive threshold: 2.94118
13:14:08
SQ
-> Behaviors to pick from:
Engage.Melee (81.4)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (81.4)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:08
SQ
-> Behavior picked: Engage.Melee (81.4)
13:14:09
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
13:14:10
SQ
* Bandit Raider: Reached engage destination
13:14:10
SQ
defensive score: 1.19467
13:14:10
SQ
defensive threshold: 2.94118
13:14:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:10
SQ
-> Behavior picked: Idle (1)
13:14:10
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:10
SQ
* ---------------------------------------------------
13:14:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:10
SQ
Turn started for Bandit Raider
13:14:10
SQ
*
13:14:10
SQ
* Bandit Raider: Starting turn.
13:14:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:11
SQ
defensive score: 1.19467
13:14:11
SQ
defensive threshold: 2.94118
13:14:11
SQ
-> Behaviors to pick from:
Engage.Melee (84.4827)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (84.4827)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:11
SQ
-> Behavior picked: Engage.Melee (84.4827)
13:14:11
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
13:14:12
SQ
* Bandit Raider: Reached engage destination
13:14:12
SQ
defensive score: 1.19467
13:14:12
SQ
defensive threshold: 2.94118
13:14:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:12
SQ
-> Behavior picked: Idle (1)
13:14:12
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:12
SQ
* ---------------------------------------------------
13:14:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:13
SQ
Turn started for Bandit Raider
13:14:13
SQ
*
13:14:13
SQ
* Bandit Raider: Starting turn.
13:14:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:13
SQ
defensive score: 1.19467
13:14:13
SQ
defensive threshold: 2.94118
13:14:13
SQ
-> Behaviors to pick from:
Engage.Melee (92.647)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (92.647)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:13
SQ
-> Behavior picked: Engage.Melee (92.647)
13:14:14
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
13:14:15
SQ
* Bandit Raider: Reached engage destination
13:14:15
SQ
defensive score: 1.19467
13:14:15
SQ
defensive threshold: 2.94118
13:14:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:15
SQ
-> Behavior picked: Idle (1)
13:14:15
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:15
SQ
* ---------------------------------------------------
13:14:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:14:15
SQ
Turn started for Torleif
13:14:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:14:21
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
13:14:21
SQ
Torleif uses skill Quick Shot
13:14:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:22
SQ
Turn started for Bandit Raider
13:14:22
SQ
*
13:14:22
SQ
* Bandit Raider: Starting turn.
13:14:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:22
SQ
defensive score: 1.19467
13:14:22
SQ
defensive threshold: 2.94118
13:14:22
SQ
-> Behaviors to pick from:
Engage.Melee (116.346)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (116.346)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:14:22
SQ
-> Behavior picked: Engage.Melee (116.346)
13:14:22
SQ
* Bandit Raider: Engaging to melee range with Torleif (visible), accepted_distance=0
13:14:23
SQ
* Bandit Raider: Reached engage destination
13:14:23
SQ
defensive score: 1.19467
13:14:23
SQ
defensive threshold: 2.94118
13:14:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
13:14:23
SQ
-> Behavior picked: Idle (1)
13:14:23
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:23
SQ
* ---------------------------------------------------
13:14:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:23
SQ
Turn started for Bandit Raider
13:14:23
SQ
*
13:14:23
SQ
* Bandit Raider: Starting turn.
13:14:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:24
SQ
defensive score: 1.19467
13:14:24
SQ
defensive threshold: 2.94118
13:14:24
SQ
-> Behaviors to pick from:
Engage.Melee (110)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (110)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:24
SQ
-> Behavior picked: Engage.Melee (110)
13:14:24
SQ
* Bandit Raider: Engaging to melee range with Torleif (visible), accepted_distance=0
13:14:25
SQ
* Bandit Raider: Reached engage destination
13:14:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:26
SQ
-> Behavior picked: Idle (1)
13:14:26
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:26
SQ
* ---------------------------------------------------
13:14:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:14:26
SQ
Turn started for Bandit Thug
13:14:26
SQ
*
13:14:26
SQ
* Bandit Thug: Starting turn.
13:14:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:14:26
SQ
-> Behaviors to pick from:
Engage.Melee (136.111)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (136.111)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:26
SQ
-> Behavior picked: Engage.Melee (136.111)
13:14:27
SQ
* Bandit Thug: Engaging to melee range with Torleif (visible), accepted_distance=0
13:14:28
SQ
* Bandit Thug: Reached engage destination
13:14:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:28
SQ
-> Behavior picked: Idle (1)
13:14:28
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
13:14:28
SQ
* ---------------------------------------------------
13:14:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:28
SQ
Turn started for Bandit Raider
13:14:28
SQ
*
13:14:28
SQ
* Bandit Raider: Starting turn.
13:14:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:29
SQ
-> Behaviors to pick from:
Engage.Melee (134.211)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (134.211)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:14:29
SQ
-> Behavior picked: SwitchTo.Ranged (105)
13:14:29
SQ
* Bandit Raider: Switching to ranged weapon!
13:14:29
SQ
-> Behaviors to pick from:
Engage.Melee (117.5)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (117.5)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
13:14:29
SQ
-> Behavior picked: Engage.Melee (117.5)
13:14:29
SQ
* Bandit Raider: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
13:14:30
SQ
* Bandit Raider: Reached engage destination
13:14:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
13:14:30
SQ
-> Behavior picked: Idle (1)
13:14:30
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:30
SQ
* ---------------------------------------------------
13:14:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:30
SQ
Turn started for Bandit Raider
13:14:30
SQ
*
13:14:30
SQ
* Bandit Raider: Starting turn.
13:14:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:31
SQ
-> Behaviors to pick from:
Engage.Melee (126)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (126)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:31
SQ
-> Behavior picked: Engage.Melee (126)
13:14:31
SQ
* Bandit Raider: Engaging to melee range with Torleif (visible), accepted_distance=0
13:14:32
SQ
* Bandit Raider: Reached engage destination
13:14:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:32
SQ
-> Behavior picked: Idle (1)
13:14:32
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:32
SQ
* ---------------------------------------------------
13:14:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:33
SQ
Turn started for Bandit Raider
13:14:33
SQ
*
13:14:33
SQ
* Bandit Raider: Starting turn.
13:14:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:33
SQ
-> Behaviors to pick from:
Engage.Melee (110.938)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (110.938)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:33
SQ
-> Behavior picked: Engage.Melee (110.938)
13:14:34
SQ
* Bandit Raider: Engaging to melee range with Torleif (visible), accepted_distance=0
13:14:35
SQ
* Bandit Raider: Reached engage destination
13:14:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:35
SQ
-> Behavior picked: Idle (1)
13:14:35
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
13:14:35
SQ
* ---------------------------------------------------
13:14:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:35
SQ
Turn started for Bandit Raider
13:14:35
SQ
*
13:14:35
SQ
* Bandit Raider: Starting turn.
13:14:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:36
SQ
-> Behaviors to pick from:
Engage.Melee (118.182)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (118.182)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:36
SQ
-> Behavior picked: Engage.Melee (118.182)
13:14:36
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
13:14:38
SQ
* Bandit Raider: Reached engage destination
13:14:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:38
SQ
-> Behavior picked: Idle (1)
13:14:38
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:38
SQ
* ---------------------------------------------------
13:14:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:14:38
SQ
Turn started for Bandit Raider
13:14:38
SQ
*
13:14:38
SQ
* Bandit Raider: Starting turn.
13:14:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:14:38
SQ
-> Behaviors to pick from:
Engage.Melee (68.746)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (68.746)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:38
SQ
-> Behavior picked: Engage.Melee (68.746)
13:14:39
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
13:14:40
SQ
* Bandit Raider: Reached engage destination
13:14:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:40
SQ
-> Behavior picked: Idle (1)
13:14:40
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:14:40
SQ
* ---------------------------------------------------
13:14:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:14:40
SQ
Turn started for Thorismund Balduric
13:14:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:14:54
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
13:14:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:14:55
SQ
Turn started for Bandit Thug
13:14:55
SQ
*
13:14:55
SQ
* Bandit Thug: Starting turn.
13:14:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:14:55
SQ
-> Behaviors to pick from:
Engage.Melee (74.8958)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (74.8958)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:14:55
SQ
-> Behavior picked: Engage.Melee (74.8958)
13:14:55
SQ
* Bandit Thug: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
13:14:57
SQ
* Bandit Thug: Reached engage destination
13:14:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:14:57
SQ
-> Behavior picked: Idle (1)
13:14:57
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
13:14:57
SQ
* ---------------------------------------------------
13:14:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:14:57
SQ
Turn started for Svein
13:14:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:15:05
SQ
[Svein] executes skill [Spearwall] on target [Svein]
13:15:05
SQ
Svein uses skill Spearwall
13:15:05
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
13:15:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:15:06
SQ
Turn started for Gothart
13:15:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:15:09
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
13:15:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:15:09
SQ
Turn started for Gunnar the Hound
13:15:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:15:19
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:15:19
SQ
Gunnar the Hound uses skill Thrust
13:15:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:15:19
SQ
Turn started for Gerhard
13:15:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:15:25
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
13:15:25
SQ
Gerhard uses skill Spearwall
13:15:25
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
13:15:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:15:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:15:37
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
13:15:37
SQ
Alfgeir uses skill Thrust
13:15:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:15:38
SQ
Turn started for Bjarne
13:15:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:15:44
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:15:44
SQ
Bjarne uses skill Cleave
13:15:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:15:46
SQ
Turn started for Palaemon the Oldguard
13:15:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:15:54
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:15:54
SQ
Palaemon the Oldguard uses skill Slash
13:15:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:15:54
SQ
Turn started for Winrich
13:15:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:15:59
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
13:15:59
SQ
Winrich uses skill Slash
13:16:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:16:01
SQ
Turn started for Alantyr the Swift
13:16:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:16:05
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Raider]
13:16:05
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
13:16:06
SQ
Bandit Raider has died.
13:16:07
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
13:16:07
SQ
Alantyr the Swift uses skill Reload
13:16:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:16:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:16:18
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Marksman]
13:16:18
SQ
Thorismund Balduric uses skill Shoot Bolt
13:16:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:16:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:16:30
UI
equip item: 50854742
13:16:36
SQ
[Gothart] executes skill [Impale] on target [Bandit Raider]
13:16:36
SQ
Gothart uses skill Impale
13:16:36
SQ
INFO: Next round issued: 2
13:16:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:16:36
SQ
Turn started for Bandit Marksman
13:16:36
SQ
*
13:16:36
SQ
* Bandit Marksman: Starting turn.
13:16:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:16:37
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
13:16:37
SQ
-> Behaviors to pick from:
Engage.Ranged (222.222)(*), Attack.Bow (20.3714), Idle (1), Reload (0), Defend (0), Flee (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
Engage.Ranged (222.222)(*), Attack.Bow (20.3714), Idle (1), Reload (0), Defend (0), Flee (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
13:16:37
SQ
-> Behavior picked: Engage.Ranged (222.222)
13:16:37
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (visible)
13:16:38
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.5626), Idle (1), Defend (0), Engage.Melee (0), Flee (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), Reload (0)
Engage.Ranged (80)(*), Attack.Bow (12.5626), Idle (1), Defend (0), Engage.Melee (0), Flee (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Retreat (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), Reload (0)
13:16:38
SQ
-> Behavior picked: Engage.Ranged (80)
13:16:38
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Gothart (visible)
13:16:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Roam (0), Engage.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Retreat (0), Attack.Bow (0), BreakFree (0), Attack.Default (0), Reload (0), Engage.Ranged (0)
Idle (1)(*), Flee (0), Roam (0), Engage.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Retreat (0), Attack.Bow (0), BreakFree (0), Attack.Default (0), Reload (0), Engage.Ranged (0)
13:16:39
SQ
-> Behavior picked: Idle (1)
13:16:39
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:16:39
SQ
* ---------------------------------------------------
13:16:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:16:39
SQ
Turn started for Bandit Raider
13:16:39
SQ
*
13:16:39
SQ
* Bandit Raider: Starting turn.
13:16:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:16:40
SQ
-> Behaviors to pick from:
Attack.Default (71.1139)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Default (71.1139)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
13:16:40
SQ
-> Behavior picked: Attack.Default (71.1139)
13:16:40
SQ
* Bandit Raider: Using Slash against Ragnar the Blade!
13:16:40
SQ
Bandit Raider uses skill Slash
13:16:43
SQ
-> Behaviors to pick from:
Attack.Default (73.2389)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0)
Attack.Default (73.2389)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0)
13:16:43
SQ
-> Behavior picked: Attack.Default (73.2389)
13:16:43
SQ
* Bandit Raider: Using Slash against Ragnar the Blade!
13:16:43
SQ
Bandit Raider uses skill Slash
13:16:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0)
13:16:43
SQ
-> Behavior picked: Idle (1)
13:16:43
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:16:43
SQ
* ---------------------------------------------------
13:16:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:16:43
SQ
Turn started for Bandit Raider
13:16:43
SQ
*
13:16:43
SQ
* Bandit Raider: Starting turn.
13:16:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:16:44
SQ
-> Behaviors to pick from:
Engage.Melee (184.605)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (184.605)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
13:16:44
SQ
-> Behavior picked: Engage.Melee (184.605)
13:16:44
SQ
* Bandit Raider: Engaging to melee range with Alfgeir (visible), accepted_distance=0
13:16:45
SQ
* Bandit Raider: Reached engage destination
13:16:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
13:16:45
SQ
-> Behavior picked: Idle (1)
13:16:45
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
13:16:45
SQ
* ---------------------------------------------------
13:16:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:16:46
SQ
Turn started for Bandit Raider
13:16:46
SQ
*
13:16:46
SQ
* Bandit Raider: Starting turn.
13:16:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:16:46
SQ
-> Behaviors to pick from:
Attack.Default (34.7453)(*), Defend.Shieldwall (8.76838)(*), Idle (1), Engage.Melee (0.0125), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
Attack.Default (34.7453)(*), Defend.Shieldwall (8.76838)(*), Idle (1), Engage.Melee (0.0125), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
13:16:46
SQ
-> Behavior picked: Attack.Default (34.7453)
13:16:47
SQ
* Bandit Raider: Using Throw Javelin against Torleif!
13:16:47
SQ
Bandit Raider uses skill Throw Javelin
13:16:48
SQ
-> Behaviors to pick from:
Attack.Default (34.159)(*), Defend.Shieldwall (17.2409)(*), Idle (1), Attack.Split (0), Defend.Riposte (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0)
Attack.Default (34.159)(*), Defend.Shieldwall (17.2409)(*), Idle (1), Attack.Split (0), Defend.Riposte (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0)
13:16:48
SQ
-> Behavior picked: Attack.Default (34.159)
13:16:48
SQ
* Bandit Raider: Using Throw Javelin against Torleif!
13:16:48
SQ
Bandit Raider uses skill Throw Javelin
13:16:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0), Attack.Default (0)
13:16:49
SQ
-> Behavior picked: Idle (1)
13:16:49
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:16:49
SQ
* ---------------------------------------------------
13:16:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:16:49
SQ
Turn started for Ragnar the Blade
13:16:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:16:54
UI
equip item: 50305915
13:17:00
SQ
[Ragnar the Blade] executes skill [Slash] on target [Bandit Raider]
13:17:00
SQ
Ragnar the Blade uses skill Slash
13:17:00
SQ
Bandit Raider has died.
13:17:03
SQ
[Ragnar the Blade] executes skill [Slash] on target [Bandit Raider]
13:17:03
SQ
Ragnar the Blade uses skill Slash
13:17:05
SQ
[Ragnar the Blade] executes skill [Slash] on target [Bandit Raider]
13:17:05
SQ
Ragnar the Blade uses skill Slash
13:17:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:17:05
SQ
Turn started for Bandit Raider
13:17:05
SQ
*
13:17:05
SQ
* Bandit Raider: Starting turn.
13:17:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:17:06
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (261.274)(*), Engage.Melee (201.25)(*), Defend.Shieldwall (17.5935), Idle (1), Attack.CrushArmor (0), Flee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
SwitchTo.Ranged (261.274)(*), Engage.Melee (201.25)(*), Defend.Shieldwall (17.5935), Idle (1), Attack.CrushArmor (0), Flee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
13:17:06
SQ
-> Behavior picked: SwitchTo.Ranged (261.274)
13:17:06
SQ
* Bandit Raider: Switching to ranged weapon!
13:17:06
SQ
-> Behaviors to pick from:
Attack.Default (40.3652)(*), Defend.Shieldwall (35.1869)(*), Idle (1), Attack.CrushArmor (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Attack.Default (40.3652)(*), Defend.Shieldwall (35.1869)(*), Idle (1), Attack.CrushArmor (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
13:17:06
SQ
-> Behavior picked: Defend.Shieldwall (35.1869)
13:17:06
SQ
* Bandit Raider: Using Shieldwall!
13:17:06
SQ
Bandit Raider uses skill Shieldwall
13:17:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
Idle (1)(*), Flee (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0)
13:17:06
SQ
-> Behavior picked: Idle (1)
13:17:07
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:17:07
SQ
* ---------------------------------------------------
13:17:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:17:07
SQ
Turn started for Bandit Marksman
13:17:07
SQ
*
13:17:07
SQ
* Bandit Marksman: Starting turn.
13:17:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:17:07
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.4594), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
Engage.Ranged (80)(*), Attack.Bow (12.4594), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
13:17:07
SQ
-> Behavior picked: Engage.Ranged (80)
13:17:08
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (not visible)
13:17:09
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.5175), Idle (1), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), Defend (0), Defend.Rotation (0), Roam (0), Reload (0)
Engage.Ranged (80)(*), Attack.Bow (12.5175), Idle (1), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), Defend (0), Defend.Rotation (0), Roam (0), Reload (0)
13:17:09
SQ
-> Behavior picked: Engage.Ranged (80)
13:17:09
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
13:17:09
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:17:09
SQ
-> Behaviors to pick from:
Attack.Bow (12.4968)(*), Idle (1), BreakFree (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Flee (0), Engage.Ranged (0)
Attack.Bow (12.4968)(*), Idle (1), BreakFree (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Flee (0), Engage.Ranged (0)
13:17:09
SQ
-> Behavior picked: Attack.Bow (12.4968)
13:17:09
SQ
* Bandit Marksman: Using Quick Shot against Alfgeir!
13:17:09
SQ
Bandit Marksman uses skill Quick Shot
13:17:10
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Flee (0), Defend (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Flee (0), Defend (0), Attack.Bow (0)
13:17:10
SQ
-> Behavior picked: Idle (1)
13:17:10
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:17:10
SQ
* ---------------------------------------------------
13:17:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:17:10
SQ
Turn started for Bandit Raider
13:17:11
SQ
*
13:17:11
SQ
* Bandit Raider: Starting turn.
13:17:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:17:11
SQ
-> Behaviors to pick from:
Attack.Default (72.2774)(*), Defend.Shieldwall (59.4268)(*), Defend.Riposte (32.5208)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Default (72.2774)(*), Defend.Shieldwall (59.4268)(*), Defend.Riposte (32.5208)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
13:17:11
SQ
-> Behavior picked: Defend.Shieldwall (59.4268)
13:17:11
SQ
* Bandit Raider: Using Shieldwall!
13:17:11
SQ
Bandit Raider uses skill Shieldwall
13:17:11
SQ
-> Behaviors to pick from:
Attack.Default (72.1837)(*), Defend.Riposte (39.7299)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
Attack.Default (72.1837)(*), Defend.Riposte (39.7299)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0)
13:17:11
SQ
-> Behavior picked: Defend.Riposte (39.7299)
13:17:12
SQ
* Bandit Raider: Using Riposte!
13:17:12
SQ
Bandit Raider uses skill Riposte
13:17:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
13:17:12
SQ
-> Behavior picked: Idle (1)
13:17:13
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:17:13
SQ
* ---------------------------------------------------
13:17:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:17:13
SQ
Turn started for Torleif
13:17:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:17:22
UI
equip item: 55146599
13:17:27
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
13:17:27
SQ
Torleif uses skill Impale
13:17:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:17:30
SQ
Turn started for Bandit Marksman
13:17:30
SQ
*
13:17:30
SQ
* Bandit Marksman: Starting turn.
13:17:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:17:31
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.5273), Idle (1), SwitchTo.Melee (0), BreakFree (0), Defend (0), Reload (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Retreat (0)
Engage.Ranged (80)(*), Attack.Bow (12.5273), Idle (1), SwitchTo.Melee (0), BreakFree (0), Defend (0), Reload (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Roam (0), Defend.Rotation (0), Retreat (0)
13:17:31
SQ
-> Behavior picked: Engage.Ranged (80)
13:17:31
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (not visible)
13:17:32
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:17:32
SQ
-> Behaviors to pick from:
Attack.Bow (12.5074)(*), Idle (1), BreakFree (0), Engage.Melee (0), Defend (0), Reload (0), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0)
Attack.Bow (12.5074)(*), Idle (1), BreakFree (0), Engage.Melee (0), Defend (0), Reload (0), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0)
13:17:32
SQ
-> Behavior picked: Attack.Bow (12.5074)
13:17:32
SQ
* Bandit Marksman: Using Quick Shot against Alfgeir!
13:17:32
SQ
Bandit Marksman uses skill Quick Shot
13:17:33
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Idle (1), Defend (0), Reload (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0)
Engage.Ranged (80)(*), Idle (1), Defend (0), Reload (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0)
13:17:33
SQ
-> Behavior picked: Engage.Ranged (80)
13:17:33
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
13:17:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Reload (0), Engage.Ranged (0)
Idle (1)(*), Defend (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Roam (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Reload (0), Engage.Ranged (0)
13:17:34
SQ
-> Behavior picked: Idle (1)
13:17:34
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:17:34
SQ
* ---------------------------------------------------
13:17:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:17:34
SQ
Turn started for Bandit Raider
13:17:34
SQ
*
13:17:34
SQ
* Bandit Raider: Starting turn.
13:17:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:17:34
SQ
-> Behaviors to pick from:
Engage.Melee (96.2769)(*), Defend.Shieldwall (9.81043), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (96.2769)(*), Defend.Shieldwall (9.81043), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
13:17:34
SQ
-> Behavior picked: Engage.Melee (96.2769)
13:17:35
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
13:17:35
SQ
* Bandit Raider: Reached engage destination
13:17:35
SQ
-> Behaviors to pick from:
Attack.Default (77.5458)(*), Defend.Shieldwall (57.2428)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
Attack.Default (77.5458)(*), Defend.Shieldwall (57.2428)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
13:17:35
SQ
-> Behavior picked: Attack.Default (77.5458)
13:17:36
SQ
* Bandit Raider: Using Slash against Ragnar the Blade!
13:17:36
SQ
Bandit Raider uses skill Slash
13:17:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Puncture (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
13:17:36
SQ
-> Behavior picked: Idle (1)
13:17:37
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:17:37
SQ
* ---------------------------------------------------
13:17:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:17:37
SQ
Turn started for Bandit Raider
13:17:37
SQ
*
13:17:37
SQ
* Bandit Raider: Starting turn.
13:17:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:17:37
SQ
-> Behaviors to pick from:
Attack.SplitShield (97.979)(*), Defend.Shieldwall (50.6271)(*), Attack.Default (34.7274)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Roam (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.SplitShield (97.979)(*), Defend.Shieldwall (50.6271)(*), Attack.Default (34.7274)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Roam (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
13:17:37
SQ
-> Behavior picked: Attack.SplitShield (97.979)
13:17:38
SQ
* Bandit Raider: Using Split Shield against Palaemon the Oldguard!
13:17:38
SQ
Bandit Raider uses skill Split Shield
13:17:38
SQ
-> Behaviors to pick from:
Attack.SplitShield (125.263)(*), Defend.Shieldwall (49.7531)(*), Attack.Default (34.5187)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Roam (0)
Attack.SplitShield (125.263)(*), Defend.Shieldwall (49.7531)(*), Attack.Default (34.5187)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Roam (0)
13:17:38
SQ
-> Behavior picked: Attack.SplitShield (125.263)
13:17:39
SQ
* Bandit Raider: Using Split Shield against Palaemon the Oldguard!
13:17:39
SQ
Bandit Raider uses skill Split Shield
13:17:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Retreat (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Attack.SplitShield (0)
Idle (1)(*), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Retreat (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Attack.SplitShield (0)
13:17:39
SQ
-> Behavior picked: Idle (1)
13:17:39
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:17:39
SQ
* ---------------------------------------------------
13:17:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:17:39
SQ
Turn started for Bandit Thug
13:17:40
SQ
*
13:17:40
SQ
* Bandit Thug: Starting turn.
13:17:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:17:40
SQ
-> Behaviors to pick from:
Attack.Puncture (41.324)(*), Attack.Default (13)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0)
Attack.Puncture (41.324)(*), Attack.Default (13)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0)
13:17:40
SQ
-> Behavior picked: Attack.Puncture (41.324)
13:17:40
SQ
* Bandit Thug: Using Puncture against Alfgeir!
13:17:40
SQ
Bandit Thug uses skill Puncture
13:17:40
SQ
-> Behaviors to pick from:
Attack.Puncture (39.9632)(*), Attack.Default (13)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0)
Attack.Puncture (39.9632)(*), Attack.Default (13)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0)
13:17:40
SQ
-> Behavior picked: Attack.Default (13)
13:17:41
SQ
* Bandit Thug: Using Stab against Palaemon the Oldguard!
13:17:41
SQ
Bandit Thug uses skill Stab
13:17:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.Puncture (0)
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.Puncture (0)
13:17:41
SQ
-> Behavior picked: Idle (1)
13:17:42
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
13:17:42
SQ
* ---------------------------------------------------
13:17:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:17:42
SQ
Turn started for Bandit Raider
13:17:42
SQ
*
13:17:42
SQ
* Bandit Raider: Starting turn.
13:17:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:17:42
SQ
-> Behaviors to pick from:
Attack.Swing (100.507)(*), Defend.Shieldwall (60.1969)(*), Attack.Default (50.3941)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Ranged (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Swing (100.507)(*), Defend.Shieldwall (60.1969)(*), Attack.Default (50.3941)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Ranged (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
13:17:42
SQ
-> Behavior picked: Attack.Default (50.3941)
13:17:43
SQ
* Bandit Raider: Using Flail against Gunnar the Hound!
13:17:43
SQ
Bandit Raider uses skill Flail
13:17:43
SQ
-> Behaviors to pick from:
Attack.Swing (99.2978)(*), Defend.Shieldwall (59.4724)(*), Attack.Default (50.1289)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0)
Attack.Swing (99.2978)(*), Defend.Shieldwall (59.4724)(*), Attack.Default (50.1289)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0)
13:17:43
SQ
-> Behavior picked: Defend.Shieldwall (59.4724)
13:17:44
SQ
* Bandit Raider: Using Shieldwall!
13:17:44
SQ
Bandit Raider uses skill Shieldwall
13:17:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0)
Idle (1)(*), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0)
13:17:44
SQ
-> Behavior picked: Idle (1)
13:17:44
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:17:44
SQ
* ---------------------------------------------------
13:17:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:17:44
SQ
Turn started for Bandit Thug
13:17:44
SQ
*
13:17:44
SQ
* Bandit Thug: Starting turn.
13:17:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:17:45
SQ
-> Behaviors to pick from:
Engage.Melee (70.4584)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (70.4584)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
13:17:45
SQ
-> Behavior picked: Engage.Melee (70.4584)
13:17:45
SQ
* Bandit Thug: Engaging to melee range with Gerhard (visible), accepted_distance=0
13:17:47
SQ
* Bandit Thug: Reached engage destination
13:17:48
SQ
-> Behaviors to pick from:
Engage.Melee (91.9023)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (91.9023)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
13:17:48
SQ
-> Behavior picked: Engage.Melee (91.9023)
13:17:48
SQ
* Bandit Thug: Engaging to melee range with Gerhard (visible), accepted_distance=0
13:17:49
SQ
* Bandit Thug: Reached engage destination
13:17:50
SQ
-> Behaviors to pick from:
Engage.Melee (91.9023)(*), Idle (1), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0)
Engage.Melee (91.9023)(*), Idle (1), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0)
13:17:50
SQ
-> Behavior picked: Engage.Melee (91.9023)
13:17:50
SQ
* Bandit Thug: Engaging to melee range with Gerhard (visible), accepted_distance=0
13:17:51
SQ
* Bandit Thug: Reached engage destination
13:17:52
SQ
-> Behaviors to pick from:
Engage.Melee (91.9023)(*), Idle (1), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.SplitShield (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0)
Engage.Melee (91.9023)(*), Idle (1), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.SplitShield (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0)
13:17:52
SQ
-> Behavior picked: Engage.Melee (91.9023)
13:17:52
SQ
* Bandit Thug: Engaging to melee range with Gerhard (visible), accepted_distance=0
13:17:53
SQ
* Bandit Thug: Reached engage destination
13:17:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Riposte (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Riposte (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Engage.Melee (0)
13:17:54
SQ
-> Behavior picked: Idle (1)
13:17:54
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
13:17:54
SQ
* ---------------------------------------------------
13:17:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:17:55
SQ
Turn started for Thorismund Balduric
13:17:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:17:57
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
13:17:57
SQ
Thorismund Balduric uses skill Reload
13:18:01
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Thug]
13:18:01
SQ
Thorismund Balduric uses skill Shoot Bolt
13:18:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:18:02
SQ
Turn started for Alfgeir
13:18:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:18:05
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
13:18:05
SQ
Alfgeir uses skill Thrust
13:18:07
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
13:18:07
SQ
Alfgeir uses skill Thrust
13:18:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:18:07
SQ
Turn started for Gunnar the Hound
13:18:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:18:13
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:18:13
SQ
Gunnar the Hound uses skill Thrust
13:18:15
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:18:15
SQ
Gunnar the Hound uses skill Thrust
13:18:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:18:16
SQ
Turn started for Winrich
13:18:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:18:24
SQ
[Winrich] executes skill [Split] on target [Bandit Raider]
13:18:24
SQ
Winrich uses skill Split
13:18:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:18:27
SQ
Turn started for Bjarne
13:18:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:18:30
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:18:30
SQ
Bjarne uses skill Cleave
13:18:31
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:18:31
SQ
Bjarne uses skill Cleave
13:18:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:18:32
SQ
Turn started for Svein
13:18:32
SQ
Skill [Spearwall] removed from [Svein].
13:18:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:18:39
SQ
TurnSequenceBar::entityWaitTurn(Svein)
13:18:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:18:39
SQ
Turn started for Palaemon the Oldguard
13:18:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:18:43
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:18:43
SQ
Palaemon the Oldguard uses skill Slash
13:18:45
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:18:45
SQ
Palaemon the Oldguard uses skill Slash
13:18:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:18:45
SQ
Turn started for Gothart
13:18:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:18:51
SQ
[Gothart] executes skill [Impale] on target [Bandit Raider]
13:18:51
SQ
Gothart uses skill Impale
13:18:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:18:53
SQ
Turn started for Alantyr the Swift
13:18:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:18:57
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Marksman]
13:18:57
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
13:18:58
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
13:18:58
SQ
Alantyr the Swift uses skill Reload
13:18:58
UI
ERROR: Failed to query entity skills data for entity (368965). Reason: Invalid result.
13:18:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:18:59
SQ
Turn started for Gerhard
13:18:59
SQ
Skill [Spearwall] removed from [Gerhard].
13:18:59
Resource
Loading: music/bandits_01.music
13:18:59
Resource
Unloading: music/bandits_02.music
13:18:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:19:03
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Thug]
13:19:03
SQ
Gerhard uses skill Thrust
13:19:03
SQ
Bandit Thug has died.
13:19:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:19:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:19:08
SQ
INFO: Next round issued: 3
13:19:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:19:08
SQ
Turn started for Bandit Marksman
13:19:08
SQ
*
13:19:08
SQ
* Bandit Marksman: Starting turn.
13:19:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:19:09
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (13.4346), Idle (1), Defend.Rotation (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Reload (0), BreakFree (0), Defend (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (13.4346), Idle (1), Defend.Rotation (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Reload (0), BreakFree (0), Defend (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
13:19:09
SQ
-> Behavior picked: Engage.Ranged (80)
13:19:09
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Alantyr the Swift (not visible)
13:19:10
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Flee (0), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Rotation (0), Attack.Bow (0)
Engage.Ranged (80)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Flee (0), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Rotation (0), Attack.Bow (0)
13:19:10
SQ
-> Behavior picked: Engage.Ranged (80)
13:19:10
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
13:19:11
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Flee (0), Roam (0), Attack.Default (0), Attack.Bow (0), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Rotation (0), Defend (0), Engage.Ranged (0)
Idle (1)(*), SwitchTo.Ranged (0), Flee (0), Roam (0), Attack.Default (0), Attack.Bow (0), Retreat (0), Reload (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Rotation (0), Defend (0), Engage.Ranged (0)
13:19:11
SQ
-> Behavior picked: Idle (1)
13:19:11
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:19:11
SQ
* ---------------------------------------------------
13:19:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:19:11
SQ
Turn started for Bandit Raider
13:19:11
SQ
*
13:19:11
SQ
* Bandit Raider: Starting turn.
13:19:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:19:11
SQ
-> Behaviors to pick from:
Engage.Melee (278.571)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
Engage.Melee (278.571)(*), Idle (1), Attack.KnockOut (0), Defend.Riposte (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Split (0)
13:19:11
SQ
-> Behavior picked: Engage.Melee (278.571)
13:19:12
SQ
* Bandit Raider: Engaging to melee range with Alfgeir (visible), accepted_distance=0
13:19:13
SQ
* Bandit Raider: Reached engage destination
13:19:13
SQ
-> Behaviors to pick from:
Attack.Default (47.7098)(*), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
Attack.Default (47.7098)(*), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Attack.Decapitate (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0)
13:19:13
SQ
-> Behavior picked: Attack.Default (47.7098)
13:19:13
SQ
* Bandit Raider: Using Thrust against Alfgeir!
13:19:13
SQ
Bandit Raider uses skill Thrust
13:19:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Spearwall (0), Roam (0), Attack.KnockOut (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
13:19:14
SQ
-> Behavior picked: Idle (1)
13:19:14
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:19:14
SQ
* ---------------------------------------------------
13:19:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:19:14
SQ
Turn started for Bandit Raider
13:19:14
SQ
*
13:19:14
SQ
* Bandit Raider: Starting turn.
13:19:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:19:15
SQ
-> Behaviors to pick from:
Attack.Default (73.2584)(*), Defend.Riposte (40.202)(*), Idle (1), Defend.Shieldwall (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
Attack.Default (73.2584)(*), Defend.Riposte (40.202)(*), Idle (1), Defend.Shieldwall (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
13:19:15
SQ
-> Behavior picked: Attack.Default (73.2584)
13:19:15
SQ
* Bandit Raider: Using Slash against Ragnar the Blade!
13:19:15
SQ
Bandit Raider uses skill Slash
13:19:15
SQ
-> Behaviors to pick from:
Attack.Default (75.9493)(*), Defend.Riposte (39.8098)(*), Idle (1), Retreat (0), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Attack.Default (75.9493)(*), Defend.Riposte (39.8098)(*), Idle (1), Retreat (0), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
13:19:15
SQ
-> Behavior picked: Defend.Riposte (39.8098)
13:19:16
SQ
* Bandit Raider: Using Riposte!
13:19:16
SQ
Bandit Raider uses skill Riposte
13:19:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Defend (0), Retreat (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Riposte (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Defend (0), Retreat (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Riposte (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0)
13:19:16
SQ
-> Behavior picked: Idle (1)
13:19:16
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:19:16
SQ
* ---------------------------------------------------
13:19:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:19:17
SQ
Turn started for Bandit Marksman
13:19:17
SQ
*
13:19:17
SQ
* Bandit Marksman: Starting turn.
13:19:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:19:17
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:19:17
SQ
-> Behaviors to pick from:
Attack.Bow (15.6791)(*), Idle (1), Engage.Melee (0), Engage.Ranged (0), Reload (0), Flee (0), Defend (0), Retreat (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0)
Attack.Bow (15.6791)(*), Idle (1), Engage.Melee (0), Engage.Ranged (0), Reload (0), Flee (0), Defend (0), Retreat (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0)
13:19:17
SQ
-> Behavior picked: Attack.Bow (15.6791)
13:19:18
SQ
* Bandit Marksman: Using Quick Shot against Svein!
13:19:18
SQ
Bandit Marksman uses skill Quick Shot
13:19:18
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:19:18
SQ
-> Behaviors to pick from:
Attack.Bow (15.571)(*), Idle (1), Reload (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Defend (0), BreakFree (0), Retreat (0), Engage.Ranged (0)
Attack.Bow (15.571)(*), Idle (1), Reload (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Defend (0), BreakFree (0), Retreat (0), Engage.Ranged (0)
13:19:18
SQ
-> Behavior picked: Attack.Bow (15.571)
13:19:18
SQ
* Bandit Marksman: Using Quick Shot against Svein!
13:19:18
SQ
Bandit Marksman uses skill Quick Shot
13:19:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Defend (0), BreakFree (0), Retreat (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Defend (0), BreakFree (0), Retreat (0), Flee (0), Attack.Bow (0)
13:19:19
SQ
-> Behavior picked: Idle (1)
13:19:19
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:19:19
SQ
* ---------------------------------------------------
13:19:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:19:20
SQ
Turn started for Bandit Raider
13:19:20
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:19:20
SQ
*
13:19:20
SQ
* Bandit Raider: Starting turn.
13:19:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:19:20
SQ
-> Behaviors to pick from:
Attack.Default (40.3652)(*), Idle (1), Defend.Rotation (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Defend.Riposte (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0)
Attack.Default (40.3652)(*), Idle (1), Defend.Rotation (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Defend.Riposte (0), Roam (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0)
13:19:20
SQ
-> Behavior picked: Attack.Default (40.3652)
13:19:21
SQ
* Bandit Raider: Using Throw Axe against Torleif!
13:19:21
SQ
Bandit Raider uses skill Throw Axe
13:19:21
Resource
Loading: sounds/combat/throw_axe_01.wav
13:19:21
Resource
Unloading: sounds/combat/throw_axe_01.wav
13:19:22
SQ
-> Behaviors to pick from:
Attack.Default (40.1361)(*), Idle (1), Attack.KnockOut (0), Defend.Knockback (0), Defend.Rotation (0), BreakFree (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Split (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0)
Attack.Default (40.1361)(*), Idle (1), Attack.KnockOut (0), Defend.Knockback (0), Defend.Rotation (0), BreakFree (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Split (0), Engage.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0)
13:19:22
SQ
-> Behavior picked: Attack.Default (40.1361)
13:19:22
SQ
* Bandit Raider: Using Throw Axe against Torleif!
13:19:22
SQ
Bandit Raider uses skill Throw Axe
13:19:22
Resource
Loading: sounds/combat/throw_axe_02.wav
13:19:22
Resource
Unloading: sounds/combat/throw_axe_02.wav
13:19:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Defend.Knockback (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Defend.Knockback (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Attack.Default (0)
13:19:23
SQ
-> Behavior picked: Idle (1)
13:19:23
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:19:23
SQ
* ---------------------------------------------------
13:19:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:19:23
SQ
Turn started for Bandit Marksman
13:19:23
SQ
*
13:19:23
SQ
* Bandit Marksman: Starting turn.
13:19:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:19:24
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:19:24
SQ
-> Behaviors to pick from:
Attack.Bow (29.426)(*), Idle (1), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Roam (0), Retreat (0), Flee (0), Engage.Melee (0), Reload (0), BreakFree (0), Defend (0)
Attack.Bow (29.426)(*), Idle (1), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Roam (0), Retreat (0), Flee (0), Engage.Melee (0), Reload (0), BreakFree (0), Defend (0)
13:19:24
SQ
-> Behavior picked: Attack.Bow (29.426)
13:19:24
SQ
* Bandit Marksman: Using Aimed Shot against Svein!
13:19:24
SQ
Bandit Marksman uses skill Aimed Shot
13:19:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Roam (0), Retreat (0), Flee (0), Engage.Melee (0), Reload (0), BreakFree (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Attack.Default (0), Roam (0), Retreat (0), Flee (0), Engage.Melee (0), Reload (0), BreakFree (0), Attack.Puncture (0), Attack.Bow (0)
13:19:26
SQ
-> Behavior picked: Idle (1)
13:19:26
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:19:26
SQ
* ---------------------------------------------------
13:19:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:19:26
SQ
Turn started for Torleif
13:19:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:19:32
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
13:19:32
SQ
Torleif uses skill Impale
13:19:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:19:34
SQ
Turn started for Thorismund Balduric
13:19:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:19:37
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
13:19:37
SQ
Thorismund Balduric uses skill Reload
13:19:40
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Marksman]
13:19:40
SQ
Thorismund Balduric uses skill Shoot Bolt
13:19:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:19:40
SQ
Turn started for Gothart
13:19:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:19:46
SQ
[Gothart] executes skill [Impale] on target [Bandit Raider]
13:19:46
SQ
Gothart uses skill Impale
13:19:46
SQ
Bandit Raider has died.
13:19:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: false)
13:19:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:19:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:19:48
SQ
Turn started for Bandit Raider
13:19:48
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:19:48
SQ
*
13:19:48
SQ
* Bandit Raider: Starting turn.
13:19:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:19:49
SQ
-> Behaviors to pick from:
Attack.Swing (123.549)(*), Defend.Shieldwall (69.4381)(*), Attack.Default (46.6816)(*), Idle (1), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0)
Attack.Swing (123.549)(*), Defend.Shieldwall (69.4381)(*), Attack.Default (46.6816)(*), Idle (1), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0)
13:19:49
SQ
-> Behavior picked: Defend.Shieldwall (69.4381)
13:19:49
SQ
* Bandit Raider: Using Shieldwall!
13:19:49
SQ
Bandit Raider uses skill Shieldwall
13:19:49
SQ
-> Behaviors to pick from:
Attack.Swing (120.257)(*), Attack.Default (46.1413)(*), Idle (1), Attack.CrushArmor (0), Defend.Riposte (0), Defend (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), Retreat (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0)
Attack.Swing (120.257)(*), Attack.Default (46.1413)(*), Idle (1), Attack.CrushArmor (0), Defend.Riposte (0), Defend (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), Retreat (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0)
13:19:49
SQ
-> Behavior picked: Attack.Swing (120.257)
13:19:50
SQ
* Bandit Raider: Using Swing against Gunnar the Hound!
13:19:50
SQ
Bandit Raider uses skill Lash
13:19:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Retreat (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Swing (0)
Idle (1)(*), Defend (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Retreat (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Swing (0)
13:19:50
SQ
-> Behavior picked: Idle (1)
13:19:51
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:19:51
SQ
* ---------------------------------------------------
13:19:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:19:51
SQ
Turn started for Bandit Raider
13:19:51
SQ
*
13:19:51
SQ
* Bandit Raider: Starting turn.
13:19:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:19:51
SQ
-> Behaviors to pick from:
Attack.Default (37.5283)(*), Defend.Shieldwall (8.62043), Idle (1), Engage.Melee (0.0125), Attack.Decapitate (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Knockback (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Rotation (0)
Attack.Default (37.5283)(*), Defend.Shieldwall (8.62043), Idle (1), Engage.Melee (0.0125), Attack.Decapitate (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Knockback (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Rotation (0)
13:19:51
SQ
-> Behavior picked: Attack.Default (37.5283)
13:19:52
SQ
* Bandit Raider: Using Throw Javelin against Torleif!
13:19:52
SQ
Bandit Raider uses skill Throw Javelin
13:19:53
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (16.754), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Flee (0), Attack.KnockOut (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Default (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (16.754), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Flee (0), Attack.KnockOut (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Default (0)
13:19:53
SQ
-> Behavior picked: SwitchTo.Melee (150)
13:19:53
SQ
* Bandit Raider: Switching to melee weapon!
13:19:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Split (0), Attack.Swing (0), Roam (0), Defend.Knockback (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Flee (0), Attack.KnockOut (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Defend.Spearwall (0), Attack.Split (0), Attack.Swing (0), Roam (0), Defend.Knockback (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Flee (0), Attack.KnockOut (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Default (0), SwitchTo.Melee (0)
13:19:53
SQ
-> Behavior picked: Idle (1)
13:19:53
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:19:53
SQ
* ---------------------------------------------------
13:19:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:19:53
SQ
Turn started for Bandit Thug
13:19:53
SQ
*
13:19:53
SQ
* Bandit Thug: Starting turn.
13:19:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:19:54
SQ
-> Behaviors to pick from:
Attack.Puncture (39.7781)(*), Attack.Default (16.4485)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0)
Attack.Puncture (39.7781)(*), Attack.Default (16.4485)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0)
13:19:54
SQ
-> Behavior picked: Attack.Default (16.4485)
13:19:54
SQ
* Bandit Thug: Using Stab against Alfgeir!
13:19:54
SQ
Bandit Thug uses skill Stab
13:19:54
SQ
-> Behaviors to pick from:
Attack.Puncture (39.0221)(*), Attack.Default (16.4485)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0)
Attack.Puncture (39.0221)(*), Attack.Default (16.4485)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0)
13:19:54
SQ
-> Behavior picked: Attack.Default (16.4485)
13:19:55
SQ
* Bandit Thug: Using Stab against Alfgeir!
13:19:55
SQ
Bandit Thug uses skill Stab
13:19:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Puncture (0)
Idle (1)(*), Defend (0), BreakFree (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Puncture (0)
13:19:55
SQ
-> Behavior picked: Idle (1)
13:19:56
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
13:19:56
SQ
* ---------------------------------------------------
13:19:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:19:56
SQ
Turn started for Svein
13:19:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:19:58
SQ
TurnSequenceBar::entityWaitTurn(Svein)
13:19:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:19:58
SQ
Turn started for Gunnar the Hound
13:19:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:20:01
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:20:01
SQ
Gunnar the Hound uses skill Thrust
13:20:02
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:20:02
SQ
Gunnar the Hound uses skill Thrust
13:20:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:20:03
SQ
Turn started for Ragnar the Blade
13:20:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:20:07
SQ
[Ragnar the Blade] executes skill [Slash] on target [Bandit Raider]
13:20:07
SQ
Ragnar the Blade uses skill Slash
13:20:17
SQ
[Ragnar the Blade] executes skill [Slash] on target [Bandit Raider]
13:20:17
SQ
Ragnar the Blade uses skill Slash
13:20:17
SQ
Skill [Riposte] removed from [Bandit Raider].
13:20:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:20:17
SQ
Turn started for Bandit Raider
13:20:17
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:20:17
SQ
Skill [Riposte] removed from [Bandit Raider].
13:20:17
SQ
*
13:20:17
SQ
* Bandit Raider: Starting turn.
13:20:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:20:17
SQ
-> Behaviors to pick from:
Defend.Shieldwall (171.534)(*), Attack.Default (72.1186)(*), Defend.Riposte (49.9752)(*), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0)
Defend.Shieldwall (171.534)(*), Attack.Default (72.1186)(*), Defend.Riposte (49.9752)(*), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0)
13:20:17
SQ
-> Behavior picked: Defend.Riposte (49.9752)
13:20:18
SQ
* Bandit Raider: Using Riposte!
13:20:18
SQ
Bandit Raider uses skill Riposte
13:20:18
SQ
-> Behaviors to pick from:
Defend.Shieldwall (163.802)(*), Attack.Default (71.8463)(*), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Attack.Split (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Roam (0), Defend.Spearwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.CrushArmor (0)
Defend.Shieldwall (163.802)(*), Attack.Default (71.8463)(*), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Attack.Split (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Roam (0), Defend.Spearwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.CrushArmor (0)
13:20:18
SQ
-> Behavior picked: Attack.Default (71.8463)
13:20:19
SQ
* Bandit Raider: Using Slash against Torleif!
13:20:19
SQ
Bandit Raider uses skill Slash
13:20:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.Split (0), Attack.Swing (0), Roam (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), Defend.Spearwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Idle (1)(*), Defend.Riposte (0), Attack.Split (0), Attack.Swing (0), Roam (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), Defend.Spearwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
13:20:19
SQ
-> Behavior picked: Idle (1)
13:20:19
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:20:19
SQ
* ---------------------------------------------------
13:20:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:20:19
SQ
Turn started for Alfgeir
13:20:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:20:23
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
13:20:23
SQ
Alfgeir uses skill Thrust
13:20:23
SQ
Bandit Thug has died.
13:20:25
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
13:20:25
SQ
Alfgeir uses skill Thrust
13:20:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:20:25
SQ
Turn started for Palaemon the Oldguard
13:20:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:20:28
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:20:28
SQ
Palaemon the Oldguard uses skill Slash
13:20:28
SQ
Bandit Raider has died.
13:20:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: false)
13:20:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:20:32
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:20:32
SQ
Palaemon the Oldguard uses skill Slash
13:20:32
SQ
Skill [Riposte] removed from [Bandit Raider].
13:20:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:20:32
SQ
Turn started for Bjarne
13:20:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:20:35
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:20:35
SQ
Bjarne uses skill Cleave
13:20:36
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:20:36
SQ
Bjarne uses skill Cleave
13:20:36
SQ
Bandit Raider has died.
13:20:36
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:20:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:20:37
SQ
Turn started for Gerhard
13:20:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:20:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:20:41
SQ
Turn started for Winrich
13:20:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:20:45
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
13:20:45
SQ
Winrich uses skill Slash
13:20:45
SQ
Bandit Raider has died.
13:20:47
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
13:20:47
SQ
Winrich uses skill Slash
13:20:47
SQ
Bandit Raider has died.
13:20:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:20:54
SQ
Turn started for Alantyr the Swift
13:20:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:21:01
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Marksman]
13:21:01
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
13:21:03
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
13:21:03
SQ
Alantyr the Swift uses skill Reload
13:21:03
UI
ERROR: Failed to query entity skills data for entity (368965). Reason: Invalid result.
13:21:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:21:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:21:06
SQ
INFO: Next round issued: 4
13:21:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:21:07
SQ
Turn started for Bandit Marksman
13:21:07
SQ
*
13:21:07
SQ
* Bandit Marksman: Starting turn.
13:21:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:21:07
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Attack.Default (0), Attack.Bow (0), Flee (0), Retreat (0), Engage.Ranged (0), BreakFree (0), Attack.Puncture (0), Reload (0), Engage.Melee (0), Defend.Rotation (0), Defend (0), Roam (0), SwitchTo.Ranged (0)
SwitchTo.Melee (100)(*), Idle (1), Attack.Default (0), Attack.Bow (0), Flee (0), Retreat (0), Engage.Ranged (0), BreakFree (0), Attack.Puncture (0), Reload (0), Engage.Melee (0), Defend.Rotation (0), Defend (0), Roam (0), SwitchTo.Ranged (0)
13:21:07
SQ
-> Behavior picked: SwitchTo.Melee (100)
13:21:08
SQ
* Bandit Marksman: Switching to melee weapon!
13:21:08
SQ
-> Behaviors to pick from:
Attack.Default (12.7138)(*), Idle (1), Flee (0), Defend.Rotation (0), Retreat (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Engage.Melee (0), BreakFree (0), Defend (0), Roam (0), Attack.Bow (0), SwitchTo.Melee (0)
Attack.Default (12.7138)(*), Idle (1), Flee (0), Defend.Rotation (0), Retreat (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), Reload (0), Engage.Melee (0), BreakFree (0), Defend (0), Roam (0), Attack.Bow (0), SwitchTo.Melee (0)
13:21:08
SQ
-> Behavior picked: Attack.Default (12.7138)
13:21:08
SQ
* Bandit Marksman: Using Chop against Gerhard!
13:21:08
SQ
Bandit Marksman uses skill Chop
13:21:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), SwitchTo.Ranged (0), Retreat (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Reload (0), Engage.Melee (0), BreakFree (0), Defend (0), Roam (0), Attack.Bow (0), Defend.Rotation (0), Attack.Default (0)
Idle (1)(*), Flee (0), SwitchTo.Ranged (0), Retreat (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Reload (0), Engage.Melee (0), BreakFree (0), Defend (0), Roam (0), Attack.Bow (0), Defend.Rotation (0), Attack.Default (0)
13:21:08
SQ
-> Behavior picked: Idle (1)
13:21:08
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:21:08
SQ
* ---------------------------------------------------
13:21:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:21:08
SQ
Turn started for Bandit Raider
13:21:08
SQ
*
13:21:08
SQ
* Bandit Raider: Starting turn.
13:21:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:21:09
SQ
-> Behaviors to pick from:
Attack.Default (37.0565)(*), Idle (1), BreakFree (0), Defend.Rotation (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.Puncture (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0)
Attack.Default (37.0565)(*), Idle (1), BreakFree (0), Defend.Rotation (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.Puncture (0), Retreat (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0)
13:21:09
SQ
-> Behavior picked: Attack.Default (37.0565)
13:21:09
SQ
* Bandit Raider: Using Thrust against Alfgeir!
13:21:09
SQ
Bandit Raider uses skill Thrust
13:21:09
SQ
-> Behaviors to pick from:
Attack.Default (37.0358)(*), Idle (1), Roam (0), SwitchTo.Melee (0), BreakFree (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Puncture (0), Retreat (0), Defend (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Rotation (0)
Attack.Default (37.0358)(*), Idle (1), Roam (0), SwitchTo.Melee (0), BreakFree (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Puncture (0), Retreat (0), Defend (0), Defend.Riposte (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Rotation (0)
13:21:09
SQ
-> Behavior picked: Attack.Default (37.0358)
13:21:10
SQ
* Bandit Raider: Using Thrust against Alfgeir!
13:21:10
SQ
Bandit Raider uses skill Thrust
13:21:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Flee (0), BreakFree (0), Defend.Shieldwall (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Default (0)
Idle (1)(*), Roam (0), Flee (0), BreakFree (0), Defend.Shieldwall (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Puncture (0), Retreat (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Default (0)
13:21:10
SQ
-> Behavior picked: Idle (1)
13:21:11
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:21:11
SQ
* ---------------------------------------------------
13:21:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:21:11
SQ
Turn started for Bandit Marksman
13:21:11
SQ
*
13:21:11
SQ
* Bandit Marksman: Starting turn.
13:21:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:21:11
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
13:21:11
SQ
-> Behaviors to pick from:
Engage.Ranged (444.444)(*), Attack.Bow (32.2657), Idle (1), SwitchTo.Ranged (0), Reload (0), Defend (0), BreakFree (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0)
Engage.Ranged (444.444)(*), Attack.Bow (32.2657), Idle (1), SwitchTo.Ranged (0), Reload (0), Defend (0), BreakFree (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0)
13:21:11
SQ
-> Behavior picked: Engage.Ranged (444.444)
13:21:12
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
13:21:12
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:21:13
SQ
-> Behaviors to pick from:
Attack.Bow (12.4621)(*), Idle (1), Reload (0), Attack.Default (0), Defend (0), BreakFree (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Ranged (0)
Attack.Bow (12.4621)(*), Idle (1), Reload (0), Attack.Default (0), Defend (0), BreakFree (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Ranged (0)
13:21:13
SQ
-> Behavior picked: Attack.Bow (12.4621)
13:21:13
SQ
* Bandit Marksman: Using Quick Shot against Alfgeir!
13:21:13
SQ
Bandit Marksman uses skill Quick Shot
13:21:13
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Idle (1), Defend (0), BreakFree (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Roam (0), Defend.Rotation (0), Flee (0), Attack.Default (0), Attack.Bow (0)
Engage.Ranged (80)(*), Idle (1), Defend (0), BreakFree (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Roam (0), Defend.Rotation (0), Flee (0), Attack.Default (0), Attack.Bow (0)
13:21:13
SQ
-> Behavior picked: Engage.Ranged (80)
13:21:13
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
13:21:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), SwitchTo.Ranged (0), Reload (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Roam (0), Defend.Rotation (0), Flee (0), Attack.Default (0), BreakFree (0), Engage.Ranged (0)
Idle (1)(*), Defend (0), SwitchTo.Ranged (0), Reload (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Roam (0), Defend.Rotation (0), Flee (0), Attack.Default (0), BreakFree (0), Engage.Ranged (0)
13:21:14
SQ
-> Behavior picked: Idle (1)
13:21:14
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:21:14
SQ
* ---------------------------------------------------
13:21:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:21:14
SQ
Turn started for Bandit Raider
13:21:14
SQ
*
13:21:14
SQ
* Bandit Raider: Starting turn.
13:21:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:21:15
SQ
-> Behaviors to pick from:
Attack.Default (37.496)(*), Defend.Shieldwall (34.9485)(*), Idle (1), BreakFree (0), Attack.Split (0), SwitchTo.Melee (0), Roam (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.KnockOut (0)
Attack.Default (37.496)(*), Defend.Shieldwall (34.9485)(*), Idle (1), BreakFree (0), Attack.Split (0), SwitchTo.Melee (0), Roam (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), Attack.KnockOut (0)
13:21:15
SQ
-> Behavior picked: Attack.Default (37.496)
13:21:15
SQ
* Bandit Raider: Using Throw Axe against Torleif!
13:21:15
SQ
Bandit Raider uses skill Throw Axe
13:21:15
Resource
Loading: sounds/combat/throw_axe_02.wav
13:21:16
Resource
Unloading: sounds/combat/throw_axe_02.wav
13:21:17
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (34.4817), Idle (1), Attack.Split (0), Defend.Riposte (0), Attack.Puncture (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (34.4817), Idle (1), Attack.Split (0), Defend.Riposte (0), Attack.Puncture (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0)
13:21:17
SQ
-> Behavior picked: SwitchTo.Melee (150)
13:21:17
SQ
* Bandit Raider: Switching to melee weapon!
13:21:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Engage.Melee (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), Attack.Split (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.Puncture (0), Engage.Melee (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), Attack.Split (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0)
13:21:17
SQ
-> Behavior picked: Idle (1)
13:21:17
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:21:17
SQ
* ---------------------------------------------------
13:21:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:21:17
SQ
Turn started for Bandit Marksman
13:21:17
SQ
*
13:21:17
SQ
* Bandit Marksman: Starting turn.
13:21:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:21:17
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
13:21:17
SQ
-> Behaviors to pick from:
Engage.Ranged (444.444)(*), Attack.Bow (22.9535), Idle (1), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Defend (0), Flee (0), Attack.Default (0), Defend.Rotation (0), Engage.Melee (0), Reload (0)
Engage.Ranged (444.444)(*), Attack.Bow (22.9535), Idle (1), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Defend (0), Flee (0), Attack.Default (0), Defend.Rotation (0), Engage.Melee (0), Reload (0)
13:21:17
SQ
-> Behavior picked: Engage.Ranged (444.444)
13:21:18
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (visible)
13:21:19
SQ
-> Behaviors to pick from:
Attack.Bow (12.4076)(*), Idle (1), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Attack.Puncture (0), Defend (0), Flee (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Melee (0), Engage.Ranged (0)
Attack.Bow (12.4076)(*), Idle (1), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Attack.Puncture (0), Defend (0), Flee (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Melee (0), Engage.Ranged (0)
13:21:19
SQ
-> Behavior picked: Attack.Bow (12.4076)
13:21:19
SQ
* Bandit Marksman: Using Quick Shot against Alfgeir!
13:21:19
SQ
Bandit Marksman uses skill Quick Shot
13:21:19
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Reload (0), SwitchTo.Ranged (0), Retreat (0), Engage.Ranged (0), Attack.Puncture (0), Defend (0), Flee (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Reload (0), SwitchTo.Ranged (0), Retreat (0), Engage.Ranged (0), Attack.Puncture (0), Defend (0), Flee (0), Roam (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), Attack.Bow (0)
13:21:19
SQ
-> Behavior picked: Idle (1)
13:21:19
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
13:21:19
SQ
* ---------------------------------------------------
13:21:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:21:20
SQ
Turn started for Torleif
13:21:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:21:26
UI
equip item: 54613440
13:21:31
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
13:21:31
SQ
Torleif uses skill Quick Shot
13:21:32
SQ
Bandit Marksman has died.
13:21:34
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Marksman]
13:21:34
SQ
Torleif uses skill Quick Shot
13:21:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:21:34
SQ
Turn started for Svein
13:21:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:21:37
SQ
TurnSequenceBar::entityWaitTurn(Svein)
13:21:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:21:37
SQ
Turn started for Gothart
13:21:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:21:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:21:43
SQ
Turn started for Thorismund Balduric
13:21:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:21:49
SQ
Skill [Reload] removed from [Thorismund Balduric].
13:21:49
UI
equip item: 53057157
13:21:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:21:53
SQ
Turn started for Bandit Raider
13:21:53
SQ
*
13:21:53
SQ
* Bandit Raider: Starting turn.
13:21:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:21:54
SQ
-> Behaviors to pick from:
Retreat (1016.67)(*), Defend.Rotation (211.585), Engage.Melee (91.25), Defend.Shieldwall (17.2409), Idle (1), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Defend.Spearwall (0)
Retreat (1016.67)(*), Defend.Rotation (211.585), Engage.Melee (91.25), Defend.Shieldwall (17.2409), Idle (1), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Defend.Spearwall (0)
13:21:54
SQ
-> Behavior picked: Retreat (1016.67)
13:21:54
SQ
* Bandit Raider: Retreating.
13:21:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:21:55
SQ
Turn started for Gerhard
13:21:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:21:58
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Marksman]
13:21:58
SQ
Gerhard uses skill Thrust
13:21:58
SQ
Bandit Marksman has died.
13:22:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:22:04
SQ
Turn started for Gunnar the Hound
13:22:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:22:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:22:08
SQ
Turn started for Alfgeir
13:22:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:22:12
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
13:22:12
SQ
Alfgeir uses skill Thrust
13:22:14
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
13:22:14
SQ
Alfgeir uses skill Thrust
13:22:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:22:15
SQ
Turn started for Palaemon the Oldguard
13:22:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:22:19
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:22:19
SQ
Palaemon the Oldguard uses skill Slash
13:22:19
SQ
Bandit Raider has died.
13:22:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:22:21
SQ
Turn started for Bjarne
13:22:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:22:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:22:24
SQ
Turn started for Ragnar the Blade
13:22:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:22:28
UI
equip item: 52785962
13:22:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:22:31
SQ
Turn started for Winrich
13:22:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:22:36
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
13:22:36
SQ
Winrich uses skill Slash
13:22:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:22:36
SQ
Turn started for Alantyr the Swift
13:22:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:22:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:22:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:22:41
SQ
INFO: Next round issued: 5
13:22:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:22:42
SQ
Turn started for Bandit Marksman
13:22:42
SQ
*
13:22:42
SQ
* Bandit Marksman: Starting turn.
13:22:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:22:42
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), SwitchTo.Melee (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Melee (0), Engage.Ranged (0), Retreat (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), BreakFree (0), Reload (0), Defend (0)
Flee (9000)(*), Idle (1), SwitchTo.Melee (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Melee (0), Engage.Ranged (0), Retreat (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), BreakFree (0), Reload (0), Defend (0)
13:22:42
SQ
-> Behavior picked: Flee (9000)
13:22:42
SQ
* Bandit Marksman: Fleeing.
13:22:45
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), SwitchTo.Ranged (0), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Reload (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Defend (0), Retreat (0), Attack.Bow (0)
Flee (9000)(*), Idle (1), SwitchTo.Ranged (0), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Reload (0), Roam (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Defend (0), Retreat (0), Attack.Bow (0)
13:22:45
SQ
-> Behavior picked: Flee (9000)
13:22:45
SQ
* Bandit Marksman: Fleeing.
13:22:45
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Retreat (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Reload (0), Attack.Bow (0), Roam (0), Engage.Melee (0)
Flee (9000)(*), Idle (1), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Retreat (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Reload (0), Attack.Bow (0), Roam (0), Engage.Melee (0)
13:22:45
SQ
-> Behavior picked: Flee (9000)
13:22:46
SQ
* Bandit Marksman: Fleeing.
13:22:46
SQ
Bandit Marksman has died.
13:22:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:22:46
SQ
Turn started for Bandit Raider
13:22:46
SQ
*
13:22:46
SQ
* Bandit Raider: Starting turn.
13:22:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:22:47
SQ
-> Behaviors to pick from:
Defend.Shieldwall (80.7896)(*), Defend.Riposte (67.8249)(*), Attack.Default (39.4692)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Defend (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.CrushArmor (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Puncture (0)
Defend.Shieldwall (80.7896)(*), Defend.Riposte (67.8249)(*), Attack.Default (39.4692)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Defend (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.CrushArmor (0), Engage.Melee (0), Retreat (0), Defend.Spearwall (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Puncture (0)
13:22:47
SQ
-> Behavior picked: Defend.Shieldwall (80.7896)
13:22:47
SQ
* Bandit Raider: Using Shieldwall!
13:22:47
SQ
Bandit Raider uses skill Shieldwall
13:22:47
SQ
-> Behaviors to pick from:
Defend.Riposte (82.3623)(*), Attack.Default (39.4054)(*), Idle (1), Roam (0), Retreat (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Split (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Shieldwall (0)
Defend.Riposte (82.3623)(*), Attack.Default (39.4054)(*), Idle (1), Roam (0), Retreat (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Split (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Shieldwall (0)
13:22:47
SQ
-> Behavior picked: Defend.Riposte (82.3623)
13:22:48
SQ
* Bandit Raider: Using Riposte!
13:22:48
SQ
Bandit Raider uses skill Riposte
13:22:48
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Defend.Spearwall (0), Retreat (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Split (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Riposte (0)
Idle (1)(*), SwitchTo.Melee (0), Defend.Spearwall (0), Retreat (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Split (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Riposte (0)
13:22:48
SQ
-> Behavior picked: Idle (1)
13:22:49
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:22:49
SQ
* ---------------------------------------------------
13:22:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:22:49
SQ
Turn started for Svein
13:22:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:22:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:22:51
SQ
Turn started for Gunnar the Hound
13:22:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:22:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:22:54
SQ
Turn started for Gothart
13:22:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:23:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:23:02
SQ
Turn started for Bandit Raider
13:23:02
SQ
*
13:23:02
SQ
* Bandit Raider: Starting turn.
13:23:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:23:03
SQ
-> Behaviors to pick from:
Retreat (1216.67)(*), Engage.Melee (85.2941), Defend.Shieldwall (17.311), Idle (1), Flee (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Roam (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0)
Retreat (1216.67)(*), Engage.Melee (85.2941), Defend.Shieldwall (17.311), Idle (1), Flee (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Roam (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0)
13:23:03
SQ
-> Behavior picked: Retreat (1216.67)
13:23:03
SQ
* Bandit Raider: Retreating.
13:23:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:23:03
SQ
Turn started for Torleif
13:23:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:23:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:23:13
SQ
Turn started for Thorismund Balduric
13:23:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:23:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:23:18
SQ
Turn started for Ragnar the Blade
13:23:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:23:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:23:21
SQ
Turn started for Gerhard
13:23:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:23:24
SQ
[Gerhard] executes skill [Shieldwall] on target [Gerhard]
13:23:24
SQ
Gerhard uses skill Shieldwall
13:23:27
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:23:27
SQ
Gerhard uses skill Thrust
13:23:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:23:27
SQ
Turn started for Palaemon the Oldguard
13:23:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:23:30
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
13:23:30
SQ
Palaemon the Oldguard uses skill Shieldwall
13:23:32
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:23:32
SQ
Palaemon the Oldguard uses skill Slash
13:23:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:23:32
SQ
Turn started for Alantyr the Swift
13:23:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:23:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:23:39
SQ
Turn started for Alfgeir
13:23:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:23:43
SQ
[Alfgeir] executes skill [Shieldwall] on target [Alfgeir]
13:23:43
SQ
Alfgeir uses skill Shieldwall
13:23:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:23:44
SQ
Turn started for Bjarne
13:23:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:23:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:23:48
SQ
Turn started for Winrich
13:23:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:23:51
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
13:23:51
SQ
Winrich uses skill Slash
13:23:51
SQ
Bandit Raider has died.
13:23:51
SQ
Skill [Riposte] removed from [Bandit Raider].
13:23:51
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:23:55
SQ
INFO: Next round issued: 6
13:23:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:23:56
SQ
Turn started for Svein
13:23:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:23:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:23:58
SQ
Turn started for Gunnar the Hound
13:23:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:23:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:23:59
SQ
Turn started for Thorismund Balduric
13:23:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:24:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:24:03
SQ
Turn started for Ragnar the Blade
13:24:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:24:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:24:05
SQ
Turn started for Torleif
13:24:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:24:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:24:06
SQ
Turn started for Bandit Raider
13:24:06
SQ
*
13:24:06
SQ
* Bandit Raider: Starting turn.
13:24:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:24:07
SQ
defensive score: 0
13:24:07
SQ
defensive threshold: 3
13:24:07
SQ
-> Behaviors to pick from:
Retreat (1283.33)(*), Engage.Melee (85.5882), Idle (1), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Roam (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), SwitchTo.Melee (0)
Retreat (1283.33)(*), Engage.Melee (85.5882), Idle (1), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Roam (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), SwitchTo.Melee (0)
13:24:07
SQ
-> Behavior picked: Retreat (1283.33)
13:24:07
SQ
* Bandit Raider: Retreating.
13:24:07
SQ
* Bandit Raider: Retreated!
13:24:07
Resource
Unloading: gfx/orientation_overlay.png
13:24:07
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
13:24:07
SQ
Skill [Shieldwall] removed from [Gerhard].
13:24:07
SQ
Skill [Shieldwall] removed from [Alfgeir].
13:24:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:24:07
SQ
Turn started for Gothart
13:24:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:24:11
Resource
Loading: music/victory_01.music
13:24:11
Resource
Unloading: music/bandits_01.music
13:24:17
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
13:24:17
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
13:24:17
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
13:24:17
SQ
World::onCombatFinished
13:24:17
SQ
TacticalState::onFinish
13:24:17
Resource
Unloading: gfx/object_0.png
13:24:17
Resource
Unloading: gfx/detail.png
13:24:17
Resource
Unloading Resource Package "Temporary Tactical Resources".
13:24:17
UI
IngameMenuScreen::UNREGISTER
13:24:17
UI
MainMenuModule::UNREGISTER
13:24:17
UI
LoadCampaignMenuModule::UNREGISTER
13:24:17
UI
SaveCampaignMenuModule::UNREGISTER
13:24:17
UI
OptionsMenuModule::UNREGISTER
13:24:17
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:24:17
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:24:17
UI
OptionsMenuModuleControlsPanel::UNREGISTER
13:24:17
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
13:24:17
UI
TacticalFleeScreen::UNREGISTER
13:24:17
UI
CharacterScreen::UNREGISTER
13:24:17
UI
CharacterScreenLeftPanelModule::UNREGISTER
13:24:17
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
13:24:17
UI
CharacterScreenPaperdollModule::UNREGISTER
13:24:17
UI
CharacterScreenSkillsModule::UNREGISTER
13:24:17
UI
CharacterScreenStatsModule::UNREGISTER
13:24:17
UI
CharacterScreenRightPanelModule::UNREGISTER
13:24:17
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
13:24:17
UI
CharacterScreenInventoryListModule::UNREGISTER
13:24:17
UI
CharacterScreenPerksModule::UNREGISTER
13:24:17
UI
CharacterScreenBrothersListModule::UNREGISTER
13:24:17
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
13:24:17
UI
TacticalScreen::UNREGISTER
13:24:17
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
13:24:17
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
13:24:17
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
13:24:17
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
13:24:17
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
13:24:17
UI
TacticalCombatResultScreen::UNREGISTER
13:24:17
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
13:24:17
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
13:24:21
Resource
Loading: music/worldmap_06.music
13:24:21
Resource
Unloading: music/victory_01.music
13:25:27
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
13:25:33
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
13:25:56
SQ
contract removed: contract.errant
13:25:57
SQ
contract added: contract.destroy_inactive_location
13:25:59
SQ
chance to fire event: 7.7896%
13:26:10
SQ
contract added: contract.exterminate_beasts
13:26:10
SQ
chance to fire event: 8.63372%
13:26:11
SQ
contract removed: contract.destroy_inactive_location
13:26:19
SQ
contract added: contract.errant
13:26:19
SQ
chance to fire event: 9.59601%
13:26:20
SQ
contract added: contract.errant
13:26:22
SQ
Location entered: Kronland Castle
13:26:26
Resource
Loading: music/worldmap_03.music
13:26:26
Resource
Unloading: music/worldmap_06.music
13:26:28
SQ
contract removed: contract.errant
13:26:30
SQ
chance to fire event: 10.5583%
13:26:38
SQ
contract added: contract.errant
13:26:39
SQ
chance to fire event: 11.5208%
13:26:42
SQ
Location entered: Kronland Castle
13:26:46
Resource
Loading: music/stronghold_01.music
13:26:46
Resource
Unloading: music/worldmap_03.music
13:29:49
Resource
Loading: music/worldmap_05.music
13:29:49
Resource
Unloading: music/stronghold_01.music
13:29:59
SQ
chance to fire event: 12.4833%
13:30:08
SQ
chance to fire event: 13.4458%
13:30:23
SQ
Location entered: Malmkrog
13:30:27
Resource
Loading: music/village_01.music
13:30:27
Resource
Unloading: music/worldmap_05.music
13:31:02
SQ
Save campaign: Hawksmoor's Hellions
13:31:03
Scene
Finished saving scene.
13:31:04
Resource
Loading: music/worldmap_07.music
13:31:04
Resource
Unloading: music/village_01.music
13:31:06
SQ
Location entered: Malmkrog
13:31:10
Resource
Loading: music/village_01.music
13:31:10
Resource
Unloading: music/worldmap_07.music
13:31:13
SQ
contract activated: contract.destroy_inactive_location
13:31:18
Resource
Loading: music/worldmap_06.music
13:31:18
Resource
Unloading: music/village_01.music
13:31:29
SQ
contract removed: contract.destroy_inactive_location
13:31:39
SQ
contract added: contract.destroy_inactive_location
13:31:42
SQ
contract added: contract.errant
13:31:42
SQ
contract removed: contract.destroy_bandit_camp
13:31:44
SQ
contract added: contract.errant
13:31:51
SQ
contract added: contract.errant
13:31:53
SQ
contract added: contract.errant
13:32:14
SQ
contract removed: contract.destroy_inactive_location
13:32:28
SQ
Location entered: Old Theudobald's Hut
13:32:31
SQ
Save campaign: autosave
13:32:32
Scene
Finished saving scene.
13:32:32
SQ
WorldState::onHide
13:32:33
UI
CharacterScreen::REGISTER
13:32:33
UI
CharacterScreenLeftPanelModule::REGISTER
13:32:33
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
13:32:33
UI
CharacterScreenPaperdollModule::REGISTER
13:32:33
UI
CharacterScreenSkillsModule::REGISTER
13:32:33
UI
CharacterScreenStatsModule::REGISTER
13:32:33
UI
CharacterScreenRightPanelModule::REGISTER
13:32:33
UI
CharacterScreenRightPanelHeaderModule::REGISTER
13:32:33
UI
CharacterScreenInventoryListModule::REGISTER
13:32:33
UI
CharacterScreenPerksModule::REGISTER
13:32:33
UI
CharacterScreenBrothersListModule::REGISTER
13:32:33
UI
CharacterScreenBattleStartFooterModule::REGISTER
13:32:33
UI
TacticalFleeScreen::REGISTER
13:32:33
UI
IngameMenuScreen::REGISTER
13:32:33
UI
MainMenuModule::REGISTER
13:32:33
UI
LoadCampaignMenuModule::REGISTER
13:32:33
UI
SaveCampaignMenuModule::REGISTER
13:32:33
UI
OptionsMenuModule::REGISTER
13:32:33
UI
OptionsMenuModuleVideoPanel::REGISTER
13:32:33
UI
OptionsMenuModuleAudioPanel::REGISTER
13:32:33
UI
OptionsMenuModuleControlsPanel::REGISTER
13:32:33
UI
OptionsMenuModuleGameplayPanel::REGISTER
13:32:33
UI
TacticalCombatResultScreen::REGISTER
13:32:33
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
13:32:33
UI
TacticalCombatResultScreenLootPanel::REGISTER
13:32:33
UI
TacticalScreen::REGISTER
13:32:33
UI
TacticalScreenTurnSequenceBarModule::REGISTER
13:32:33
UI
TacticalScreenOrientationOverlayModule::REGISTER
13:32:33
UI
TacticalScreenTopbarEventLogModule::REGISTER
13:32:33
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
13:32:33
UI
TacticalScreenTopbarOptionsModule::REGISTER
13:32:33
Resource
Loading: gfx/detail.png
13:32:33
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
13:32:33
Resource
Loading: gfx/object_0.png
13:32:33
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
13:32:33
Resource
Loading: gfx/entity_2.png
13:32:33
Texture
Texture "gfx/entity_2.png" (ID: 16) took up approximately 10922kb in video memory.
13:32:33
Resource
Loading: gfx/orientation_overlay.png
13:32:33
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
13:32:33
SQ
TACTICAL: STASH LOCKED: true
13:32:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:32:33
SQ
Turn started for Goblin Ambusher
13:32:33
SQ
*
13:32:33
SQ
* Goblin Ambusher: Starting turn.
13:32:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:32:34
SQ
INFO: Next round issued: 1
13:32:34
Resource
Started loading Resource Package "Temporary Tactical Resources".
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_00.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_01.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_02.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_03.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_04.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_05.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_06.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_07.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_08.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_09.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_10.wav
13:32:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:32:34
Resource
Loading: sounds/enemies/goblin_hurt_11.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_00.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_01.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_02.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_03.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_04.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_05.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_06.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_07.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_death_08.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_flee_00.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_flee_01.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_flee_02.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_flee_03.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_flee_04.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_flee_05.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_00.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_01.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_02.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_03.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_04.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_05.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_06.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_07.wav
13:32:34
Resource
Loading: sounds/enemies/goblin_idle_08.wav
13:32:34
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Loading: sounds/enemies/goblin_idle_09.wav
13:32:34
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Loading: sounds/enemies/goblin_idle_10.wav
13:32:34
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Loading: sounds/enemies/goblin_idle_11.wav
13:32:34
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Loading: sounds/enemies/goblin_idle_12.wav
13:32:34
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Loading: sounds/enemies/goblin_idle_13.wav
13:32:34
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Loading: sounds/enemies/goblin_idle_14.wav
13:32:34
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Loading: sounds/combat/throw_net_01.wav
13:32:34
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Loading: sounds/combat/throw_net_02.wav
13:32:34
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Loading: sounds/combat/break_free_net_01.wav
13:32:34
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Loading: sounds/combat/break_free_net_02.wav
13:32:34
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Loading: sounds/combat/break_free_net_03.wav
13:32:34
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Loading: sounds/combat/poison_applied_01.wav
13:32:34
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Loading: sounds/combat/poison_applied_02.wav
13:32:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:32:34
SQ
defensive score: 4.36364
13:32:34
SQ
defensive threshold: 2.77311
13:32:34
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
13:32:34
SQ
-> Behavior picked: Defend (90)
13:32:34
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:32:34
SQ
* Goblin Ambusher: Waiting until others have moved!
13:32:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:32:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:32:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: false)
13:32:34
SQ
Turn started for Goblin Ambusher
13:32:34
SQ
*
13:32:34
SQ
* Goblin Ambusher: Starting turn.
13:32:34
SQ
defensive score: 4.36364
13:32:34
SQ
defensive threshold: 2.77311
13:32:34
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
13:32:34
SQ
-> Behavior picked: Defend (90)
13:32:34
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:32:35
SQ
* Goblin Ambusher: Waiting until others have moved!
13:32:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:32:35
SQ
Turn started for Goblin Ambusher
13:32:35
SQ
*
13:32:35
SQ
* Goblin Ambusher: Starting turn.
13:32:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:32:35
SQ
defensive score: 4.36364
13:32:35
SQ
defensive threshold: 2.77311
13:32:35
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
13:32:35
SQ
-> Behavior picked: Defend (90)
13:32:35
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:32:35
SQ
* Goblin Ambusher: Waiting until others have moved!
13:32:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:32:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: false)
13:32:35
SQ
Turn started for Goblin Ambusher
13:32:35
SQ
*
13:32:35
SQ
* Goblin Ambusher: Starting turn.
13:32:35
SQ
defensive score: 4.36364
13:32:35
SQ
defensive threshold: 2.77311
13:32:35
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
13:32:35
SQ
-> Behavior picked: Defend (90)
13:32:35
SQ
* Goblin Ambusher: Going for defensive position.
13:32:35
SQ
defensive score: 4.36364
13:32:35
SQ
defensive threshold: 2.77311
13:32:35
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
13:32:35
SQ
-> Behavior picked: Defend (22.5)
13:32:35
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:32:35
SQ
* Goblin Ambusher: Waiting until others have moved!
13:32:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:32:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: false)
13:32:36
SQ
Turn started for Goblin Ambusher
13:32:36
SQ
*
13:32:36
SQ
* Goblin Ambusher: Starting turn.
13:32:36
SQ
defensive score: 4.36364
13:32:36
SQ
defensive threshold: 2.77311
13:32:36
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
Defend (90)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0)
13:32:36
SQ
-> Behavior picked: Defend (90)
13:32:36
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:32:36
SQ
* Goblin Ambusher: Waiting until others have moved!
13:32:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:32:36
SQ
Turn started for Goblin Skirmisher
13:32:36
SQ
*
13:32:36
SQ
* Goblin Skirmisher: Starting turn.
13:32:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:32:36
SQ
defensive score: 4.36364
13:32:36
SQ
defensive threshold: 2.77311
13:32:36
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:32:36
SQ
-> Behavior picked: Defend (90)
13:32:36
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
13:32:36
SQ
* Goblin Skirmisher: Waiting until others have moved!
13:32:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:32:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: false)
13:32:36
SQ
Turn started for Goblin Skirmisher
13:32:36
SQ
*
13:32:36
SQ
* Goblin Skirmisher: Starting turn.
13:32:36
SQ
defensive score: 4.36364
13:32:36
SQ
defensive threshold: 2.77311
13:32:37
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:32:37
SQ
-> Behavior picked: Defend (90)
13:32:37
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
13:32:37
SQ
* Goblin Skirmisher: Waiting until others have moved!
13:32:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:32:37
SQ
Turn started for Goblin Skirmisher
13:32:37
SQ
*
13:32:37
SQ
* Goblin Skirmisher: Starting turn.
13:32:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:32:37
SQ
defensive score: 4.36364
13:32:37
SQ
defensive threshold: 2.77311
13:32:37
Resource
Loading: music/goblins_01.music
13:32:37
Resource
Unloading: music/worldmap_06.music
13:32:37
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:32:37
SQ
-> Behavior picked: Defend (90)
13:32:37
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
13:32:37
SQ
* Goblin Skirmisher: Waiting until others have moved!
13:32:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:32:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: false)
13:32:37
SQ
Turn started for Goblin Skirmisher
13:32:37
SQ
*
13:32:37
SQ
* Goblin Skirmisher: Starting turn.
13:32:37
SQ
defensive score: 4.36364
13:32:37
SQ
defensive threshold: 2.77311
13:32:37
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:32:37
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
13:32:37
SQ
* Goblin Skirmisher: Switching to ranged weapon!
13:32:37
SQ
defensive score: 4.36364
13:32:37
SQ
defensive threshold: 2.77311
13:32:37
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
13:32:37
SQ
-> Behavior picked: Defend (90)
13:32:37
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
13:32:37
SQ
* Goblin Skirmisher: Waiting until others have moved!
13:32:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:32:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: false)
13:32:38
SQ
Turn started for Goblin Skirmisher
13:32:38
SQ
*
13:32:38
SQ
* Goblin Skirmisher: Starting turn.
13:32:38
SQ
defensive score: 4.36364
13:32:38
SQ
defensive threshold: 2.77311
13:32:38
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:32:38
SQ
-> Behavior picked: SwitchTo.Ranged (172.2)
13:32:38
SQ
* Goblin Skirmisher: Switching to ranged weapon!
13:32:38
SQ
defensive score: 4.36364
13:32:38
SQ
defensive threshold: 2.77311
13:32:38
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
13:32:38
SQ
-> Behavior picked: Defend (90)
13:32:38
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
13:32:38
SQ
* Goblin Skirmisher: Waiting until others have moved!
13:32:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:32:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
13:32:38
SQ
Turn started for Ragnar the Blade
13:32:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:32:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:32:57
SQ
Turn started for Goblin Skirmisher
13:32:57
SQ
*
13:32:57
SQ
* Goblin Skirmisher: Starting turn.
13:32:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:32:57
SQ
defensive score: 4.36364
13:32:57
SQ
defensive threshold: 2.77311
13:32:57
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (172.2)(*), Defend (90)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:32:57
SQ
-> Behavior picked: Defend (90)
13:32:57
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
13:32:57
SQ
* Goblin Skirmisher: Waiting until others have moved!
13:32:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:32:58
SQ
Turn started for Torleif
13:32:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:33:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:33:04
SQ
Turn started for Thorismund Balduric
13:33:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:33:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:33:22
SQ
Turn started for Svein
13:33:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:33:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:33:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:33:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:33:37
SQ
Turn started for Gunnar the Hound
13:33:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:33:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:33:45
SQ
Turn started for Gerhard
13:33:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:33:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:33:56
SQ
Turn started for Alfgeir
13:33:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:34:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:34:01
SQ
Turn started for Bjarne
13:34:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:34:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:34:07
SQ
Turn started for Palaemon the Oldguard
13:34:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:34:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:34:12
SQ
Turn started for Winrich
13:34:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:34:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:34:16
SQ
Turn started for Alantyr the Swift
13:34:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:34:28
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Goblin Skirmisher]
13:34:28
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
13:34:28
SQ
Goblin Skirmisher has died.
13:34:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:31
SQ
defensive score: 4.8
13:34:31
SQ
defensive threshold: 2.7907
13:34:31
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
Defend (22.5)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0)
13:34:31
SQ
-> Behavior picked: Defend (22.5)
13:34:31
SQ
* Goblin Ambusher: Holding defensive position.
13:34:31
SQ
defensive score: 4.8
13:34:31
SQ
defensive threshold: 2.7907
13:34:31
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
Idle (50)(*), Retreat (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0)
13:34:31
SQ
-> Behavior picked: Idle (50)
13:34:31
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
13:34:31
SQ
* ---------------------------------------------------
13:34:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:31
SQ
defensive score: 4.8
13:34:31
SQ
defensive threshold: 2.7907
13:34:31
SQ
-> Behaviors to pick from:
Attack.Bow (22.8496)(*), Defend (5.625), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
Attack.Bow (22.8496)(*), Defend (5.625), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
13:34:31
SQ
-> Behavior picked: Attack.Bow (22.8496)
13:34:31
SQ
* Goblin Ambusher: Using Aimed Shot against Alfgeir!
13:34:31
SQ
Goblin Ambusher uses skill Aimed Shot
13:34:33
SQ
defensive score: 4.8
13:34:33
SQ
defensive threshold: 2.7907
13:34:33
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Roam (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Roam (0), Attack.Bow (0)
13:34:33
SQ
-> Behavior picked: Idle (1)
13:34:33
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:34:33
SQ
* ---------------------------------------------------
13:34:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:34
SQ
defensive score: 4.8
13:34:34
SQ
defensive threshold: 2.7907
13:34:34
SQ
-> Behaviors to pick from:
Attack.Bow (12.3432)(*), Defend (11.25)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
Attack.Bow (12.3432)(*), Defend (11.25)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
13:34:34
SQ
-> Behavior picked: Defend (11.25)
13:34:34
SQ
* Goblin Ambusher: Holding defensive position.
13:34:34
SQ
defensive score: 4.8
13:34:34
SQ
defensive threshold: 2.7907
13:34:34
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Bow (12.3432), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Defend (0)
Idle (50)(*), Attack.Bow (12.3432), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Defend (0)
13:34:34
SQ
-> Behavior picked: Idle (50)
13:34:34
SQ
* Goblin Ambusher: Ending Turn with 9 of 9 AP left.
13:34:34
SQ
* ---------------------------------------------------
13:34:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:34
SQ
defensive score: 4.8
13:34:34
SQ
defensive threshold: 2.7907
13:34:35
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Flee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0)
13:34:35
SQ
-> Behavior picked: Defend (22.5)
13:34:35
SQ
* Goblin Ambusher: Holding defensive position.
13:34:35
SQ
defensive score: 4.8
13:34:35
SQ
defensive threshold: 2.7907
13:34:35
SQ
-> Behaviors to pick from:
Idle (50)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0)
13:34:35
SQ
-> Behavior picked: Idle (50)
13:34:35
SQ
* Goblin Ambusher: Ending Turn with 5 of 9 AP left.
13:34:35
SQ
* ---------------------------------------------------
13:34:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:35
SQ
defensive score: 4.8
13:34:35
SQ
defensive threshold: 2.7907
13:34:35
SQ
-> Behaviors to pick from:
Attack.Bow (12.3362)(*), Defend (11.25)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
Attack.Bow (12.3362)(*), Defend (11.25)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Engage.Ranged (0), Roam (0)
13:34:35
SQ
-> Behavior picked: Attack.Bow (12.3362)
13:34:36
SQ
* Goblin Ambusher: Using Quick Shot against Bjarne!
13:34:36
SQ
Goblin Ambusher uses skill Quick Shot
13:34:38
SQ
defensive score: 4.8
13:34:38
SQ
defensive threshold: 2.7907
13:34:38
SQ
-> Behaviors to pick from:
Attack.Bow (12.2101)(*), Defend (11.25)(*), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Attack.Default (0), Retreat (0)
Attack.Bow (12.2101)(*), Defend (11.25)(*), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Attack.Default (0), Retreat (0)
13:34:38
SQ
-> Behavior picked: Attack.Bow (12.2101)
13:34:38
SQ
* Goblin Ambusher: Using Quick Shot against Bjarne!
13:34:38
SQ
Goblin Ambusher uses skill Quick Shot
13:34:39
SQ
defensive score: 4.8
13:34:39
SQ
defensive threshold: 2.7907
13:34:39
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Defend (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Defend (0), Retreat (0), Attack.Bow (0)
13:34:39
SQ
-> Behavior picked: Idle (1)
13:34:39
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:34:39
SQ
* ---------------------------------------------------
13:34:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:34:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:34:40
SQ
defensive score: 4.8
13:34:40
SQ
defensive threshold: 2.7907
13:34:40
SQ
-> Behaviors to pick from:
Defend.Spearwall (155.077)(*), Defend (22.5), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
Defend.Spearwall (155.077)(*), Defend (22.5), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
13:34:40
SQ
-> Behavior picked: Defend.Spearwall (155.077)
13:34:40
SQ
* Goblin Skirmisher: Using Spearwall!
13:34:40
SQ
Goblin Skirmisher uses skill Spearwall
13:34:40
SQ
defensive score: 4.8
13:34:40
SQ
defensive threshold: 2.7907
13:34:40
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), BreakFree (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0)
13:34:40
SQ
-> Behavior picked: Defend (22.5)
13:34:41
SQ
* Goblin Skirmisher: Going for defensive position.
13:34:41
SQ
defensive score: 4.8
13:34:41
SQ
defensive threshold: 2.7907
13:34:41
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Attack.SplitShield (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Retreat (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.Default (0)
Defend (22.5)(*), Idle (1), Engage.Melee (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Attack.SplitShield (0), Flee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Retreat (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.Default (0)
13:34:41
SQ
-> Behavior picked: Defend (22.5)
13:34:41
SQ
* Goblin Skirmisher: Holding defensive position.
13:34:41
SQ
defensive score: 4.8
13:34:41
SQ
defensive threshold: 2.7907
13:34:41
SQ
-> Behaviors to pick from:
Idle (50)(*), Engage.Melee (0), Attack.SplitShield (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Retreat (0), Defend.Riposte (0), Flee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.Default (0), Defend (0)
Idle (50)(*), Engage.Melee (0), Attack.SplitShield (0), BreakFree (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Retreat (0), Defend.Riposte (0), Flee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Attack.Default (0), Defend (0)
13:34:41
SQ
-> Behavior picked: Idle (50)
13:34:41
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
13:34:41
SQ
* ---------------------------------------------------
13:34:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:34:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:34:42
SQ
defensive score: 4.8
13:34:42
SQ
defensive threshold: 2.7907
13:34:42
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (241.92)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (241.92)(*), Defend (22.5), Idle (1), Attack.Split (0), BreakFree (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
13:34:42
SQ
-> Behavior picked: SwitchTo.Ranged (241.92)
13:34:42
SQ
* Goblin Skirmisher: Switching to ranged weapon!
13:34:42
SQ
defensive score: 4.8
13:34:42
SQ
defensive threshold: 2.7907
13:34:42
SQ
-> Behaviors to pick from:
Attack.Default (14.5656)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
Attack.Default (14.5656)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Retreat (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
13:34:42
SQ
-> Behavior picked: Attack.Default (14.5656)
13:34:42
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
13:34:42
SQ
Goblin Skirmisher uses skill Throw Bola
13:34:42
Resource
Loading: sounds/combat/throw_ball_02.wav
13:34:43
Resource
Unloading: sounds/combat/throw_ball_02.wav
13:34:43
SQ
defensive score: 4.8
13:34:43
SQ
defensive threshold: 2.7907
13:34:43
SQ
-> Behaviors to pick from:
Attack.Default (14.4442)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
Attack.Default (14.4442)(*), Idle (1), Retreat (0), Attack.ThrowNet (0), BreakFree (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
13:34:43
SQ
-> Behavior picked: Attack.Default (14.4442)
13:34:43
SQ
* Goblin Skirmisher: Using Throw Bola against Gunnar the Hound!
13:34:43
SQ
Goblin Skirmisher uses skill Throw Bola
13:34:43
Resource
Loading: sounds/combat/throw_ball_02.wav
13:34:44
Resource
Unloading: sounds/combat/throw_ball_02.wav
13:34:45
SQ
defensive score: 4.8
13:34:45
SQ
defensive threshold: 2.7907
13:34:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Puncture (0), BreakFree (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.Puncture (0), BreakFree (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.ThrowNet (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0)
13:34:45
SQ
-> Behavior picked: Idle (1)
13:34:45
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:34:45
SQ
* ---------------------------------------------------
13:34:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:34:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:34:45
SQ
defensive score: 4.8
13:34:45
SQ
defensive threshold: 2.7907
13:34:45
SQ
-> Behaviors to pick from:
Defend.Spearwall (153.931)(*), Defend.Shieldwall (61.4407)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
Defend.Spearwall (153.931)(*), Defend.Shieldwall (61.4407)(*), Defend (22.5), Idle (1), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0)
13:34:45
SQ
-> Behavior picked: Defend.Shieldwall (61.4407)
13:34:45
SQ
* Goblin Skirmisher: Using Shieldwall!
13:34:45
SQ
Goblin Skirmisher uses skill Shieldwall
13:34:45
SQ
defensive score: 4.8
13:34:45
SQ
defensive threshold: 2.7907
13:34:45
SQ
-> Behaviors to pick from:
Defend.Spearwall (146.149)(*), Defend (22.5), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Shieldwall (0)
Defend.Spearwall (146.149)(*), Defend (22.5), Idle (1), Retreat (0), Attack.KnockOut (0), Flee (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Shieldwall (0)
13:34:45
SQ
-> Behavior picked: Defend.Spearwall (146.149)
13:34:45
SQ
* Goblin Skirmisher: Using Spearwall!
13:34:45
SQ
Goblin Skirmisher uses skill Spearwall
13:34:45
SQ
defensive score: 4.8
13:34:45
SQ
defensive threshold: 2.7907
13:34:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Spearwall (0)
Idle (1)(*), Flee (0), Attack.Default (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Retreat (0), BreakFree (0), Engage.Melee (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Spearwall (0)
13:34:45
SQ
-> Behavior picked: Idle (1)
13:34:45
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:34:45
SQ
* ---------------------------------------------------
13:34:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:34:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:34:46
SQ
defensive score: 4.8
13:34:46
SQ
defensive threshold: 2.7907
13:34:46
SQ
-> Behaviors to pick from:
Defend.Shieldwall (64.572)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0)
Defend.Shieldwall (64.572)(*), Defend (22.5)(*), Idle (1), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0)
13:34:46
SQ
-> Behavior picked: Defend (22.5)
13:34:46
SQ
* Goblin Skirmisher: Going for defensive position.
13:34:46
SQ
defensive score: 4.8
13:34:46
SQ
defensive threshold: 2.7907
13:34:46
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Decapitate (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), Attack.Swing (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend.Shieldwall (0)
Defend (22.5)(*), Idle (1), Attack.Decapitate (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), Attack.Swing (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend.Shieldwall (0)
13:34:46
SQ
-> Behavior picked: Defend (22.5)
13:34:46
SQ
* Goblin Skirmisher: Holding defensive position.
13:34:46
SQ
defensive score: 4.8
13:34:46
SQ
defensive threshold: 2.7907
13:34:46
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Puncture (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend.Shieldwall (0), Defend (0)
Idle (50)(*), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Puncture (0), Roam (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend.Shieldwall (0), Defend (0)
13:34:46
SQ
-> Behavior picked: Idle (50)
13:34:46
SQ
* Goblin Skirmisher: Ending Turn with 7 of 9 AP left.
13:34:46
SQ
* ---------------------------------------------------
13:34:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:34:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:34:47
SQ
defensive score: 4.8
13:34:47
SQ
defensive threshold: 2.7907
13:34:47
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (297.562)(*), Defend.Shieldwall (59.2832), Defend (22.5), Idle (1), Attack.Split (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Retreat (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
SwitchTo.Ranged (297.562)(*), Defend.Shieldwall (59.2832), Defend (22.5), Idle (1), Attack.Split (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Attack.Swing (0), Retreat (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
13:34:47
SQ
-> Behavior picked: SwitchTo.Ranged (297.562)
13:34:47
SQ
* Goblin Skirmisher: Switching to ranged weapon!
13:34:47
SQ
defensive score: 4.8
13:34:47
SQ
defensive threshold: 2.7907
13:34:47
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Defend.Shieldwall (59.2832)(*), Attack.Default (14.5686), Idle (1), Attack.Split (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), BreakFree (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
SwitchTo.Melee (200)(*), Defend.Shieldwall (59.2832)(*), Attack.Default (14.5686), Idle (1), Attack.Split (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), BreakFree (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
13:34:47
SQ
-> Behavior picked: SwitchTo.Melee (200)
13:34:47
SQ
* Goblin Skirmisher: Switching to melee weapon!
13:34:47
SQ
defensive score: 4.8
13:34:47
SQ
defensive threshold: 2.7907
13:34:47
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (297.562)(*), Defend.Shieldwall (59.2832), Defend (22.5), Idle (1), Attack.Split (0), Attack.ThrowNet (0), Attack.Default (0), Retreat (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Roam (0), Flee (0), Engage.Melee (0), Attack.Swing (0), SwitchTo.Melee (0)
SwitchTo.Ranged (297.562)(*), Defend.Shieldwall (59.2832), Defend (22.5), Idle (1), Attack.Split (0), Attack.ThrowNet (0), Attack.Default (0), Retreat (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Roam (0), Flee (0), Engage.Melee (0), Attack.Swing (0), SwitchTo.Melee (0)
13:34:47
SQ
-> Behavior picked: SwitchTo.Ranged (297.562)
13:34:47
SQ
* Goblin Skirmisher: Switching to ranged weapon!
13:34:47
SQ
defensive score: 4.8
13:34:47
SQ
defensive threshold: 2.7907
13:34:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Default (0), Attack.Split (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Knockback (0), Retreat (0), Defend.Shieldwall (0), Roam (0), Flee (0), Engage.Melee (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0)
Idle (1)(*), Defend (0), Attack.Default (0), Attack.Split (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.KnockOut (0), BreakFree (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Knockback (0), Retreat (0), Defend.Shieldwall (0), Roam (0), Flee (0), Engage.Melee (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0)
13:34:47
SQ
-> Behavior picked: Idle (1)
13:34:47
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:34:47
SQ
* ---------------------------------------------------
13:34:47
SQ
INFO: Next round issued: 2
13:34:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:48
SQ
Turn started for Goblin Ambusher
13:34:48
SQ
*
13:34:48
SQ
* Goblin Ambusher: Starting turn.
13:34:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:48
SQ
defensive score: 4.8
13:34:48
SQ
defensive threshold: 2.7907
13:34:48
SQ
-> Behaviors to pick from:
Defend (45)(*), Attack.Bow (12.0968)(*), Idle (1), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Puncture (0), Engage.Ranged (0)
Defend (45)(*), Attack.Bow (12.0968)(*), Idle (1), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Puncture (0), Engage.Ranged (0)
13:34:48
SQ
-> Behavior picked: Defend (45)
13:34:48
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:34:48
SQ
* Goblin Ambusher: Waiting until others have moved!
13:34:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:48
SQ
Turn started for Goblin Ambusher
13:34:48
SQ
*
13:34:48
SQ
* Goblin Ambusher: Starting turn.
13:34:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:49
SQ
defensive score: 4.8
13:34:49
SQ
defensive threshold: 2.7907
13:34:49
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
Defend (90)(*), Idle (1), Flee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Retreat (0)
13:34:49
SQ
-> Behavior picked: Defend (90)
13:34:49
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:34:49
SQ
* Goblin Ambusher: Waiting until others have moved!
13:34:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:49
SQ
Turn started for Goblin Ambusher
13:34:49
SQ
*
13:34:49
SQ
* Goblin Ambusher: Starting turn.
13:34:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:49
SQ
defensive score: 4.8
13:34:49
SQ
defensive threshold: 2.7907
13:34:49
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
Defend (90)(*), Idle (1), Roam (0), Attack.Puncture (0), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
13:34:49
SQ
-> Behavior picked: Defend (90)
13:34:49
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:34:49
SQ
* Goblin Ambusher: Waiting until others have moved!
13:34:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:34:50
SQ
Turn started for Ragnar the Blade
13:34:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:34:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:34:54
SQ
Turn started for Goblin Skirmisher
13:34:54
SQ
*
13:34:54
SQ
* Goblin Skirmisher: Starting turn.
13:34:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:34:55
SQ
defensive score: 4.8
13:34:55
SQ
defensive threshold: 2.7907
13:34:55
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0)
Defend (90)(*), Idle (1), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Attack.ThrowNet (0), Defend.Riposte (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Attack.Decapitate (0)
13:34:55
SQ
-> Behavior picked: Defend (90)
13:34:55
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
13:34:55
SQ
* Goblin Skirmisher: Waiting until others have moved!
13:34:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:34:55
SQ
Turn started for Goblin Ambusher
13:34:55
SQ
*
13:34:55
SQ
* Goblin Ambusher: Starting turn.
13:34:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:34:56
SQ
defensive score: 4.8
13:34:56
SQ
defensive threshold: 2.7907
13:34:56
SQ
-> Behaviors to pick from:
Attack.Bow (23.1689)(*), Defend (22.5)(*), Idle (1), Engage.Ranged (0), Attack.Default (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), BreakFree (0)
Attack.Bow (23.1689)(*), Defend (22.5)(*), Idle (1), Engage.Ranged (0), Attack.Default (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), BreakFree (0)
13:34:56
SQ
-> Behavior picked: Attack.Bow (23.1689)
13:34:56
SQ
* Goblin Ambusher: Using Quick Shot against Alfgeir!
13:34:56
SQ
Goblin Ambusher uses skill Quick Shot
13:34:58
SQ
defensive score: 4.8
13:34:58
SQ
defensive threshold: 2.7907
13:34:58
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Attack.Bow (20.8537)(*), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Retreat (0), SwitchTo.Melee (0), Engage.Ranged (0)
Defend (22.5)(*), Attack.Bow (20.8537)(*), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), Retreat (0), SwitchTo.Melee (0), Engage.Ranged (0)
13:34:58
SQ
-> Behavior picked: Attack.Bow (20.8537)
13:34:58
SQ
* Goblin Ambusher: Using Quick Shot against Alfgeir!
13:34:58
SQ
Goblin Ambusher uses skill Quick Shot
13:34:59
SQ
defensive score: 4.8
13:34:59
SQ
defensive threshold: 2.7907
13:34:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Roam (0), Retreat (0), Attack.Bow (0), Engage.Ranged (0), Defend (0)
Idle (1)(*), Flee (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Roam (0), Retreat (0), Attack.Bow (0), Engage.Ranged (0), Defend (0)
13:34:59
SQ
-> Behavior picked: Idle (1)
13:34:59
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:34:59
SQ
* ---------------------------------------------------
13:35:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:35:00
SQ
Turn started for Goblin Skirmisher
13:35:00
SQ
*
13:35:00
SQ
* Goblin Skirmisher: Starting turn.
13:35:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:35:00
SQ
defensive score: 4.8
13:35:00
SQ
defensive threshold: 2.7907
13:35:00
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Defend.Shieldwall (39.5222), Attack.Default (14.5686), Idle (1), Attack.ThrowNet (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Roam (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Ranged (0), Defend (0)
SwitchTo.Melee (200)(*), Defend.Shieldwall (39.5222), Attack.Default (14.5686), Idle (1), Attack.ThrowNet (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0), Roam (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Ranged (0), Defend (0)
13:35:00
SQ
-> Behavior picked: SwitchTo.Melee (200)
13:35:00
Script
VM collected 13 object(s) and deleted them.
13:35:01
SQ
* Goblin Skirmisher: Switching to melee weapon!
13:35:01
SQ
defensive score: 4.8
13:35:01
SQ
defensive threshold: 2.7907
13:35:01
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (297.562)(*), Defend (90)(*), Defend.Shieldwall (39.5222), Idle (1), Attack.ThrowNet (0), Defend.Knockback (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Spearwall (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Swing (0), Attack.Split (0), Flee (0), BreakFree (0), SwitchTo.Melee (0)
SwitchTo.Ranged (297.562)(*), Defend (90)(*), Defend.Shieldwall (39.5222), Idle (1), Attack.ThrowNet (0), Defend.Knockback (0), Retreat (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Defend.Spearwall (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Swing (0), Attack.Split (0), Flee (0), BreakFree (0), SwitchTo.Melee (0)
13:35:01
SQ
-> Behavior picked: SwitchTo.Ranged (297.562)
13:35:01
SQ
* Goblin Skirmisher: Switching to ranged weapon!
13:35:01
SQ
defensive score: 4.8
13:35:01
SQ
defensive threshold: 2.7907
13:35:01
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Defend.Shieldwall (39.5222), Attack.Default (14.5686), Idle (1), Attack.ThrowNet (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Retreat (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), Flee (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0)
SwitchTo.Melee (200)(*), Defend.Shieldwall (39.5222), Attack.Default (14.5686), Idle (1), Attack.ThrowNet (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Retreat (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Split (0), Flee (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0)
13:35:01
SQ
-> Behavior picked: SwitchTo.Melee (200)
13:35:01
SQ
* Goblin Skirmisher: Switching to melee weapon!
13:35:01
SQ
defensive score: 4.8
13:35:01
SQ
defensive threshold: 2.7907
13:35:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Retreat (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Split (0), Flee (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.Default (0), Defend.Knockback (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Puncture (0), Roam (0), Defend.Spearwall (0), Retreat (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Split (0), Flee (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
13:35:01
SQ
-> Behavior picked: Idle (1)
13:35:01
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:35:01
SQ
* ---------------------------------------------------
13:35:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:35:01
SQ
Turn started for Goblin Ambusher
13:35:01
SQ
*
13:35:01
SQ
* Goblin Ambusher: Starting turn.
13:35:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:35:01
SQ
defensive score: 4.8
13:35:01
SQ
defensive threshold: 2.7907
13:35:01
SQ
-> Behaviors to pick from:
Defend (45)(*), Attack.Bow (12.2101)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Engage.Ranged (0), BreakFree (0)
Defend (45)(*), Attack.Bow (12.2101)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Engage.Ranged (0), BreakFree (0)
13:35:01
SQ
-> Behavior picked: Defend (45)
13:35:01
SQ
TurnSequenceBar::entityWaitTurn(Goblin Ambusher)
13:35:02
SQ
* Goblin Ambusher: Waiting until others have moved!
13:35:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:35:02
SQ
Turn started for Svein
13:35:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:35:09
SQ
Skill [Hidden] removed from [Svein].
13:35:11
SQ
[Svein] executes skill [Thrust] on target [Goblin Skirmisher]
13:35:11
SQ
Svein uses skill Thrust
13:35:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:35:12
SQ
Turn started for Thorismund Balduric
13:35:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:35:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:35:16
SQ
Turn started for Torleif
13:35:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:35:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:35:22
SQ
Turn started for Goblin Skirmisher
13:35:22
SQ
*
13:35:22
SQ
* Goblin Skirmisher: Starting turn.
13:35:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:35:22
SQ
defensive score: 4.32
13:35:22
SQ
defensive threshold: 2.7907
13:35:22
SQ
-> Behaviors to pick from:
Attack.Default (14.9712)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0)
Attack.Default (14.9712)(*), Idle (1), Defend.Shieldwall (0), Attack.Swing (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0)
13:35:22
SQ
-> Behavior picked: Attack.Default (14.9712)
13:35:23
SQ
* Goblin Skirmisher: Using Throw Bola against Svein!
13:35:23
SQ
Goblin Skirmisher uses skill Throw Bola
13:35:23
Resource
Loading: sounds/combat/throw_ball_01.wav
13:35:23
Resource
Unloading: sounds/combat/throw_ball_01.wav
13:35:24
SQ
defensive score: 4.32
13:35:24
SQ
defensive threshold: 2.7907
13:35:24
SQ
-> Behaviors to pick from:
SwitchTo.Melee (300)(*), Idle (1), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Roam (0), Attack.Split (0), Attack.Swing (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0)
SwitchTo.Melee (300)(*), Idle (1), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Roam (0), Attack.Split (0), Attack.Swing (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0)
13:35:24
SQ
-> Behavior picked: SwitchTo.Melee (300)
13:35:24
SQ
* Goblin Skirmisher: Switching to melee weapon!
13:35:24
SQ
defensive score: 4.32
13:35:24
SQ
defensive threshold: 2.7907
13:35:24
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0)
Defend (90)(*), Idle (1), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Puncture (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0)
13:35:24
SQ
-> Behavior picked: Defend (90)
13:35:24
SQ
* Goblin Skirmisher: Going for defensive position.
13:35:25
SQ
defensive score: 4.32
13:35:25
SQ
defensive threshold: 2.7907
13:35:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Attack.Split (0), Attack.Puncture (0), Roam (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0)
Idle (1)(*), Defend.Shieldwall (0), Attack.Split (0), Attack.Puncture (0), Roam (0), Defend.Riposte (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0)
13:35:25
SQ
-> Behavior picked: Idle (1)
13:35:25
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:35:25
SQ
* ---------------------------------------------------
13:35:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:35:25
SQ
Turn started for Gothart
13:35:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:35:32
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
13:35:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:35:32
SQ
Turn started for Goblin Skirmisher
13:35:32
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
13:35:32
SQ
*
13:35:32
SQ
* Goblin Skirmisher: Starting turn.
13:35:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:35:32
SQ
defensive score: 4.32
13:35:32
SQ
defensive threshold: 2.7907
13:35:33
SQ
-> Behaviors to pick from:
Defend.Spearwall (150.545)(*), Defend (90)(*), Idle (1), Roam (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Defend.Spearwall (150.545)(*), Defend (90)(*), Idle (1), Roam (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
13:35:33
SQ
-> Behavior picked: Defend.Spearwall (150.545)
13:35:33
SQ
* Goblin Skirmisher: Using Spearwall!
13:35:33
SQ
Goblin Skirmisher uses skill Spearwall
13:35:33
SQ
defensive score: 4.32
13:35:33
SQ
defensive threshold: 2.7907
13:35:33
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Swing (0), Flee (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Attack.Swing (0), Flee (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Defend.Spearwall (0)
13:35:33
SQ
-> Behavior picked: Defend (22.5)
13:35:33
SQ
TurnSequenceBar::entityWaitTurn(Goblin Skirmisher)
13:35:33
SQ
* Goblin Skirmisher: Waiting until others have moved!
13:35:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:35:33
SQ
Turn started for Gerhard
13:35:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:35:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:35:42
SQ
Turn started for Alfgeir
13:35:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:35:49
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Ambusher]
13:35:49
SQ
Alfgeir uses skill Thrust
13:35:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:35:49
SQ
Turn started for Gunnar the Hound
13:35:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:35:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:35:53
SQ
Turn started for Bjarne
13:35:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:35:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:35:59
SQ
Turn started for Winrich
13:35:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:36:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:36:06
SQ
Turn started for Palaemon the Oldguard
13:36:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:36:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:36:10
SQ
Turn started for Alantyr the Swift
13:36:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:36:17
SQ
Skill [Reload] removed from [Alantyr the Swift].
13:36:17
UI
equip item: 57361521
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:36:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:36:25
SQ
Turn started for Goblin Skirmisher
13:36:25
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
13:36:25
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
13:36:25
SQ
*
13:36:25
SQ
* Goblin Skirmisher: Starting turn.
13:36:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:36:26
SQ
-> Behaviors to pick from:
Engage.Melee (68.316)(*), Defend.Shieldwall (3.02592), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.Default (0), Defend.Knockback (0), Attack.Puncture (0), Attack.ThrowNet (0), Defend (0), Roam (0), Attack.SplitShield (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0)
Engage.Melee (68.316)(*), Defend.Shieldwall (3.02592), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.Default (0), Defend.Knockback (0), Attack.Puncture (0), Attack.ThrowNet (0), Defend (0), Roam (0), Attack.SplitShield (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0)
13:36:26
SQ
-> Behavior picked: Engage.Melee (68.316)
13:36:26
SQ
* Goblin Skirmisher: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
13:36:27
SQ
* Goblin Skirmisher: Reached engage destination
13:36:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Shieldwall (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.ThrowNet (0), Defend (0), Roam (0), Defend.Shieldwall (0), Retreat (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0)
13:36:27
SQ
-> Behavior picked: Idle (1)
13:36:27
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
13:36:27
SQ
* ---------------------------------------------------
13:36:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:36:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:36:28
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Flee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), Defend (0)
SwitchTo.Melee (200)(*), Idle (1), Flee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), Defend (0)
13:36:28
SQ
-> Behavior picked: SwitchTo.Melee (200)
13:36:28
SQ
* Goblin Ambusher: Switching to melee weapon!
13:36:28
SQ
-> Behaviors to pick from:
Attack.Puncture (180.825)(*), Attack.Default (28.6119), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), Flee (0), Defend (0), Retreat (0), Roam (0), Attack.Bow (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0)
Attack.Puncture (180.825)(*), Attack.Default (28.6119), Idle (1), SwitchTo.Ranged (0), Engage.Ranged (0), Flee (0), Defend (0), Retreat (0), Roam (0), Attack.Bow (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0)
13:36:28
SQ
-> Behavior picked: Attack.Puncture (180.825)
13:36:28
SQ
* Goblin Ambusher: Using Puncture against Gerhard!
13:36:28
SQ
Goblin Ambusher uses skill Puncture
13:36:28
SQ
-> Behaviors to pick from:
Attack.Puncture (176.512)(*), Attack.Default (28.4646), Idle (1), Engage.Ranged (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Roam (0), Attack.Bow (0), BreakFree (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Attack.Puncture (176.512)(*), Attack.Default (28.4646), Idle (1), Engage.Ranged (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Roam (0), Attack.Bow (0), BreakFree (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
13:36:28
SQ
-> Behavior picked: Attack.Puncture (176.512)
13:36:29
SQ
* Goblin Ambusher: Using Puncture against Gerhard!
13:36:29
SQ
Goblin Ambusher uses skill Puncture
13:36:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Bow (0), BreakFree (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0)
Idle (1)(*), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Retreat (0), Roam (0), Engage.Ranged (0), Attack.Bow (0), BreakFree (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0)
13:36:29
SQ
-> Behavior picked: Idle (1)
13:36:29
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:36:29
SQ
* ---------------------------------------------------
13:36:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:36:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:36:30
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0)
SwitchTo.Melee (200)(*), Idle (1), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0)
13:36:30
SQ
-> Behavior picked: SwitchTo.Melee (200)
13:36:30
SQ
* Goblin Ambusher: Switching to melee weapon!
13:36:30
SQ
-> Behaviors to pick from:
Attack.Puncture (54.6253)(*), Attack.Default (28.6119)(*), Idle (1), Flee (0), Retreat (0), Engage.Ranged (0), Defend (0), Attack.Bow (0), Roam (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
Attack.Puncture (54.6253)(*), Attack.Default (28.6119)(*), Idle (1), Flee (0), Retreat (0), Engage.Ranged (0), Defend (0), Attack.Bow (0), Roam (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
13:36:30
SQ
-> Behavior picked: Attack.Puncture (54.6253)
13:36:30
SQ
* Goblin Ambusher: Using Puncture against Bjarne!
13:36:30
SQ
Goblin Ambusher uses skill Puncture
13:36:30
SQ
-> Behaviors to pick from:
Attack.Puncture (53.3223)(*), Attack.Default (28.4646)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Bow (0), Flee (0)
Attack.Puncture (53.3223)(*), Attack.Default (28.4646)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Bow (0), Flee (0)
13:36:30
SQ
-> Behavior picked: Attack.Puncture (53.3223)
13:36:31
SQ
* Goblin Ambusher: Using Puncture against Bjarne!
13:36:31
SQ
Goblin Ambusher uses skill Puncture
13:36:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), Retreat (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Default (0), Flee (0), Attack.Puncture (0)
Idle (1)(*), Engage.Ranged (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), Retreat (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Default (0), Flee (0), Attack.Puncture (0)
13:36:31
SQ
-> Behavior picked: Idle (1)
13:36:31
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:36:31
SQ
* ---------------------------------------------------
13:36:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:36:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:36:32
SQ
-> Behaviors to pick from:
Attack.Bow (21.5353)(*), Idle (1), Engage.Ranged (0), Flee (0), Roam (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Defend (0)
Attack.Bow (21.5353)(*), Idle (1), Engage.Ranged (0), Flee (0), Roam (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Defend (0)
13:36:32
SQ
-> Behavior picked: Attack.Bow (21.5353)
13:36:32
SQ
* Goblin Ambusher: Using Quick Shot against Alantyr the Swift!
13:36:32
SQ
Goblin Ambusher uses skill Quick Shot
13:36:33
SQ
-> Behaviors to pick from:
Attack.Bow (21.3204)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Flee (0)
Attack.Bow (21.3204)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Flee (0)
13:36:33
SQ
-> Behavior picked: Attack.Bow (21.3204)
13:36:33
SQ
* Goblin Ambusher: Using Quick Shot against Alantyr the Swift!
13:36:33
SQ
Goblin Ambusher uses skill Quick Shot
13:36:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Engage.Ranged (0), Defend (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Roam (0), Engage.Melee (0), Engage.Ranged (0), Defend (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Flee (0), Attack.Bow (0)
13:36:34
SQ
-> Behavior picked: Idle (1)
13:36:34
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:36:34
SQ
* ---------------------------------------------------
13:36:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:36:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:36:35
SQ
-> Behaviors to pick from:
Defend.Shieldwall (59.6049)(*), Attack.Default (22.507)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Split (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0)
Defend.Shieldwall (59.6049)(*), Attack.Default (22.507)(*), Idle (1), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Split (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0)
13:36:35
SQ
-> Behavior picked: Defend.Shieldwall (59.6049)
13:36:35
SQ
* Goblin Skirmisher: Using Shieldwall!
13:36:35
SQ
Goblin Skirmisher uses skill Shieldwall
13:36:35
SQ
-> Behaviors to pick from:
Attack.Default (22.1921)(*), Idle (1), Attack.Swing (0), Roam (0), Defend.Spearwall (0), Attack.Puncture (0), Flee (0), Attack.Split (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend.Knockback (0), BreakFree (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0)
Attack.Default (22.1921)(*), Idle (1), Attack.Swing (0), Roam (0), Defend.Spearwall (0), Attack.Puncture (0), Flee (0), Attack.Split (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend.Knockback (0), BreakFree (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0)
13:36:35
SQ
-> Behavior picked: Attack.Default (22.1921)
13:36:36
SQ
* Goblin Skirmisher: Using Throw Bola against Alantyr the Swift!
13:36:36
SQ
Goblin Skirmisher uses skill Throw Bola
13:36:36
Resource
Loading: sounds/combat/throw_ball_02.wav
13:36:36
Resource
Unloading: sounds/combat/throw_ball_02.wav
13:36:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Flee (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Flee (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Attack.Default (0)
13:36:37
SQ
-> Behavior picked: Idle (1)
13:36:37
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:36:37
SQ
* ---------------------------------------------------
13:36:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:36:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:36:38
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Attack.Puncture (0), Engage.Ranged (0), Roam (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0), Attack.Default (0), Retreat (0), Attack.Bow (0), BreakFree (0), Defend (0)
SwitchTo.Melee (200)(*), Idle (1), Attack.Puncture (0), Engage.Ranged (0), Roam (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0), Attack.Default (0), Retreat (0), Attack.Bow (0), BreakFree (0), Defend (0)
13:36:38
SQ
-> Behavior picked: SwitchTo.Melee (200)
13:36:38
SQ
* Goblin Ambusher: Switching to melee weapon!
13:36:38
SQ
-> Behaviors to pick from:
Attack.Puncture (288.913)(*), Attack.Default (27.8525), Idle (1), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0), Retreat (0), Attack.Bow (0), Engage.Ranged (0), Defend (0), SwitchTo.Melee (0)
Attack.Puncture (288.913)(*), Attack.Default (27.8525), Idle (1), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0), Retreat (0), Attack.Bow (0), Engage.Ranged (0), Defend (0), SwitchTo.Melee (0)
13:36:38
SQ
-> Behavior picked: Attack.Puncture (288.913)
13:36:38
SQ
* Goblin Ambusher: Using Puncture against Gerhard!
13:36:38
SQ
Goblin Ambusher uses skill Puncture
13:36:38
SQ
-> Behaviors to pick from:
Attack.Puncture (278.509)(*), Attack.Default (27.6388), Idle (1), BreakFree (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Retreat (0), Attack.Bow (0), Engage.Ranged (0), Engage.Melee (0), Flee (0), Roam (0)
Attack.Puncture (278.509)(*), Attack.Default (27.6388), Idle (1), BreakFree (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Retreat (0), Attack.Bow (0), Engage.Ranged (0), Engage.Melee (0), Flee (0), Roam (0)
13:36:38
SQ
-> Behavior picked: Attack.Puncture (278.509)
13:36:39
SQ
* Goblin Ambusher: Using Puncture against Gerhard!
13:36:39
SQ
Goblin Ambusher uses skill Puncture
13:36:39
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Flee (0), Retreat (0), BreakFree (0), Attack.Bow (0), Engage.Ranged (0), Engage.Melee (0), Attack.Default (0), Roam (0), Attack.Puncture (0)
Idle (1)(*), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Flee (0), Retreat (0), BreakFree (0), Attack.Bow (0), Engage.Ranged (0), Engage.Melee (0), Attack.Default (0), Roam (0), Attack.Puncture (0)
13:36:39
SQ
-> Behavior picked: Idle (1)
13:36:39
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:36:39
SQ
* ---------------------------------------------------
13:36:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:36:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:36:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:36:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:36:43
SQ
-> Behaviors to pick from:
Attack.ThrowNet (435.654)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Defend.Spearwall (0), Defend (0)
Attack.ThrowNet (435.654)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), Flee (0), Attack.Decapitate (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Defend.Spearwall (0), Defend (0)
13:36:43
SQ
-> Behavior picked: Attack.ThrowNet (435.654)
13:36:43
SQ
* Goblin Skirmisher: Using Throw Net against Palaemon the Oldguard!
13:36:43
SQ
Goblin Skirmisher uses skill Throw Net
13:36:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.Decapitate (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Defend.Spearwall (0), Defend (0), Attack.ThrowNet (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.Decapitate (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.Default (0), BreakFree (0), Engage.Melee (0), Defend.Spearwall (0), Defend (0), Attack.ThrowNet (0)
13:36:44
SQ
-> Behavior picked: Idle (1)
13:36:44
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
13:36:44
SQ
* ---------------------------------------------------
13:36:44
SQ
INFO: Next round issued: 3
13:36:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:36:44
SQ
Turn started for Goblin Skirmisher
13:36:44
SQ
*
13:36:44
SQ
* Goblin Skirmisher: Starting turn.
13:36:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:36:45
SQ
-> Behaviors to pick from:
Attack.Puncture (502.447)(*), Defend.Shieldwall (91.0591), Attack.Default (45.8304), Idle (1), Attack.SplitShield (0), Retreat (0), Attack.KnockOut (0), Roam (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Flee (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.ThrowNet (0)
Attack.Puncture (502.447)(*), Defend.Shieldwall (91.0591), Attack.Default (45.8304), Idle (1), Attack.SplitShield (0), Retreat (0), Attack.KnockOut (0), Roam (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Flee (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.ThrowNet (0)
13:36:45
SQ
-> Behavior picked: Attack.Puncture (502.447)
13:36:45
SQ
* Goblin Skirmisher: Using Puncture against Winrich!
13:36:45
SQ
Goblin Skirmisher uses skill Puncture
13:36:45
SQ
-> Behaviors to pick from:
Attack.Puncture (770.957)(*), Defend.Shieldwall (88.2452), Attack.Default (46.0938), Idle (1), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Retreat (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0)
Attack.Puncture (770.957)(*), Defend.Shieldwall (88.2452), Attack.Default (46.0938), Idle (1), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Retreat (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0)
13:36:45
SQ
-> Behavior picked: Attack.Puncture (770.957)
13:36:46
SQ
* Goblin Skirmisher: Using Puncture against Winrich!
13:36:46
SQ
Goblin Skirmisher uses skill Puncture
13:36:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Attack.Puncture (0)
Idle (1)(*), Attack.Default (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), BreakFree (0), Attack.Decapitate (0), Retreat (0), Defend.Riposte (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Roam (0), Attack.Puncture (0)
13:36:46
SQ
-> Behavior picked: Idle (1)
13:36:47
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:36:47
SQ
* ---------------------------------------------------
13:36:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:36:47
SQ
Turn started for Ragnar the Blade
13:36:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:36:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:36:52
SQ
Turn started for Goblin Ambusher
13:36:52
SQ
*
13:36:52
SQ
* Goblin Ambusher: Starting turn.
13:36:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:36:52
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Attack.Bow (0), Engage.Ranged (0), Defend (0), Flee (0)
SwitchTo.Melee (200)(*), Idle (1), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Attack.Bow (0), Engage.Ranged (0), Defend (0), Flee (0)
13:36:52
SQ
-> Behavior picked: SwitchTo.Melee (200)
13:36:52
SQ
* Goblin Ambusher: Switching to melee weapon!
13:36:53
SQ
-> Behaviors to pick from:
Attack.Puncture (85.3979)(*), Attack.Default (16.7536), Idle (1), BreakFree (0), Defend (0), Retreat (0), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0), Engage.Ranged (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0)
Attack.Puncture (85.3979)(*), Attack.Default (16.7536), Idle (1), BreakFree (0), Defend (0), Retreat (0), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0), Engage.Ranged (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0)
13:36:53
SQ
-> Behavior picked: Attack.Puncture (85.3979)
13:36:53
SQ
* Goblin Ambusher: Using Puncture against Alfgeir!
13:36:53
SQ
Goblin Ambusher uses skill Puncture
13:36:53
SQ
-> Behaviors to pick from:
Attack.Puncture (80.2222)(*), Attack.Default (16.5415), Idle (1), Defend (0), Engage.Melee (0), Retreat (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Ranged (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
Attack.Puncture (80.2222)(*), Attack.Default (16.5415), Idle (1), Defend (0), Engage.Melee (0), Retreat (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Ranged (0), Roam (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
13:36:53
SQ
-> Behavior picked: Attack.Puncture (80.2222)
13:36:53
SQ
* Goblin Ambusher: Using Puncture against Alfgeir!
13:36:53
SQ
Goblin Ambusher uses skill Puncture
13:36:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Defend (0), Engage.Ranged (0), Roam (0), Flee (0), Attack.Default (0), BreakFree (0), Attack.Puncture (0)
Idle (1)(*), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Defend (0), Engage.Ranged (0), Roam (0), Flee (0), Attack.Default (0), BreakFree (0), Attack.Puncture (0)
13:36:53
SQ
-> Behavior picked: Idle (1)
13:36:54
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:36:54
SQ
* ---------------------------------------------------
13:36:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:36:54
SQ
Turn started for Goblin Skirmisher
13:36:54
SQ
*
13:36:54
SQ
* Goblin Skirmisher: Starting turn.
13:36:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:36:55
SQ
-> Behaviors to pick from:
Engage.Melee (206.522)(*), Idle (1), Roam (0), Defend.Riposte (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0)
Engage.Melee (206.522)(*), Idle (1), Roam (0), Defend.Riposte (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Flee (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Puncture (0), BreakFree (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0)
13:36:55
SQ
-> Behavior picked: Engage.Melee (206.522)
13:36:55
SQ
* Goblin Skirmisher: Engaging to melee range with Winrich (visible), accepted_distance=0
13:36:56
SQ
* Goblin Skirmisher: Reached engage destination
13:36:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Defend.Riposte (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.Puncture (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Defend.Riposte (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0)
13:36:56
SQ
-> Behavior picked: Idle (1)
13:36:56
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:36:56
SQ
* ---------------------------------------------------
13:36:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:36:56
SQ
Turn started for Goblin Ambusher
13:36:56
SQ
*
13:36:56
SQ
* Goblin Ambusher: Starting turn.
13:36:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:36:57
SQ
-> Behaviors to pick from:
Attack.Bow (23.1676)(*), Idle (1), Defend (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Flee (0), Engage.Ranged (0), Roam (0)
Attack.Bow (23.1676)(*), Idle (1), Defend (0), Attack.Default (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Flee (0), Engage.Ranged (0), Roam (0)
13:36:57
SQ
-> Behavior picked: Attack.Bow (23.1676)
13:36:57
SQ
* Goblin Ambusher: Using Quick Shot against Alantyr the Swift!
13:36:57
SQ
Goblin Ambusher uses skill Quick Shot
13:36:58
SQ
-> Behaviors to pick from:
Attack.Bow (22.8263)(*), Idle (1), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Roam (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Puncture (0), Flee (0), Engage.Ranged (0), Retreat (0), Attack.Default (0)
Attack.Bow (22.8263)(*), Idle (1), Engage.Melee (0), SwitchTo.Melee (0), Defend (0), Roam (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Puncture (0), Flee (0), Engage.Ranged (0), Retreat (0), Attack.Default (0)
13:36:58
SQ
-> Behavior picked: Attack.Bow (22.8263)
13:36:58
SQ
* Goblin Ambusher: Using Quick Shot against Alantyr the Swift!
13:36:58
SQ
Goblin Ambusher uses skill Quick Shot
13:36:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Puncture (0), Flee (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), BreakFree (0), SwitchTo.Melee (0), Attack.Puncture (0), Flee (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Attack.Bow (0)
13:36:59
SQ
-> Behavior picked: Idle (1)
13:36:59
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:36:59
SQ
* ---------------------------------------------------
13:36:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:36:59
SQ
Turn started for Goblin Skirmisher
13:36:59
SQ
*
13:36:59
SQ
* Goblin Skirmisher: Starting turn.
13:37:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:37:00
SQ
-> Behaviors to pick from:
Attack.Default (83.2029)(*), Defend.Shieldwall (61.9939)(*), Idle (1), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), Defend (0), Roam (0), Engage.Melee (0), Retreat (0), SwitchTo.Melee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0)
Attack.Default (83.2029)(*), Defend.Shieldwall (61.9939)(*), Idle (1), Attack.SplitShield (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), Defend (0), Roam (0), Engage.Melee (0), Retreat (0), SwitchTo.Melee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0)
13:37:00
SQ
-> Behavior picked: Defend.Shieldwall (61.9939)
13:37:00
SQ
* Goblin Skirmisher: Using Shieldwall!
13:37:00
SQ
Goblin Skirmisher uses skill Shieldwall
13:37:00
SQ
-> Behaviors to pick from:
Attack.Default (82.8583)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Riposte (0), BreakFree (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Shieldwall (0)
Attack.Default (82.8583)(*), Idle (1), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Riposte (0), BreakFree (0), Roam (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Shieldwall (0)
13:37:00
SQ
-> Behavior picked: Attack.Default (82.8583)
13:37:01
SQ
* Goblin Skirmisher: Using Thrust against Alantyr the Swift!
13:37:01
SQ
Goblin Skirmisher uses skill Thrust
13:37:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.KnockOut (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend (0), Roam (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.KnockOut (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend (0), Roam (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
13:37:01
SQ
-> Behavior picked: Idle (1)
13:37:01
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:37:01
SQ
* ---------------------------------------------------
13:37:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:37:02
SQ
Turn started for Torleif
13:37:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:37:12
UI
equip item: 55146669
13:37:15
SQ
[Torleif] executes skill [Impale] on target [Goblin Skirmisher]
13:37:15
SQ
Torleif uses skill Impale
13:37:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:37:15
SQ
Turn started for Goblin Ambusher
13:37:15
SQ
*
13:37:15
SQ
* Goblin Ambusher: Starting turn.
13:37:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:37:16
SQ
-> Behaviors to pick from:
Attack.Puncture (52.8802)(*), Attack.Default (28.4146)(*), Idle (1), Attack.Bow (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0)
Attack.Puncture (52.8802)(*), Attack.Default (28.4146)(*), Idle (1), Attack.Bow (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Defend (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0)
13:37:16
SQ
-> Behavior picked: Attack.Puncture (52.8802)
13:37:16
SQ
* Goblin Ambusher: Using Puncture against Bjarne!
13:37:16
SQ
Goblin Ambusher uses skill Puncture
13:37:16
SQ
-> Behaviors to pick from:
Attack.Puncture (50.2277)(*), Attack.Default (28.1146)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), BreakFree (0), Flee (0), Retreat (0), Engage.Melee (0), Attack.Bow (0)
Attack.Puncture (50.2277)(*), Attack.Default (28.1146)(*), Idle (1), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), BreakFree (0), Flee (0), Retreat (0), Engage.Melee (0), Attack.Bow (0)
13:37:16
SQ
-> Behavior picked: Attack.Puncture (50.2277)
13:37:17
SQ
* Goblin Ambusher: Using Puncture against Bjarne!
13:37:17
SQ
Goblin Ambusher uses skill Puncture
13:37:17
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Roam (0), BreakFree (0), Flee (0), Retreat (0), Attack.Default (0), Attack.Bow (0), Attack.Puncture (0)
Idle (1)(*), SwitchTo.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Roam (0), BreakFree (0), Flee (0), Retreat (0), Attack.Default (0), Attack.Bow (0), Attack.Puncture (0)
13:37:17
SQ
-> Behavior picked: Idle (1)
13:37:17
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:37:17
SQ
* ---------------------------------------------------
13:37:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:37:18
SQ
Turn started for Goblin Ambusher
13:37:18
SQ
*
13:37:18
SQ
* Goblin Ambusher: Starting turn.
13:37:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:37:18
SQ
-> Behaviors to pick from:
Attack.Puncture (284.454)(*), Attack.Default (36.7739), Idle (1), Retreat (0), Roam (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0)
Attack.Puncture (284.454)(*), Attack.Default (36.7739), Idle (1), Retreat (0), Roam (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0)
13:37:18
SQ
-> Behavior picked: Attack.Puncture (284.454)
13:37:19
SQ
* Goblin Ambusher: Using Puncture against Gerhard!
13:37:19
SQ
Goblin Ambusher uses skill Puncture
13:37:19
SQ
-> Behaviors to pick from:
Attack.Puncture (270.185)(*), Attack.Default (36.3857), Idle (1), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Flee (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Retreat (0)
Attack.Puncture (270.185)(*), Attack.Default (36.3857), Idle (1), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Flee (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Retreat (0)
13:37:19
SQ
-> Behavior picked: Attack.Puncture (270.185)
13:37:20
SQ
* Goblin Ambusher: Using Puncture against Gerhard!
13:37:20
SQ
Goblin Ambusher uses skill Puncture
13:37:20
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), BreakFree (0), Defend (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Attack.Puncture (0)
Idle (1)(*), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), BreakFree (0), Defend (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Attack.Puncture (0)
13:37:20
SQ
-> Behavior picked: Idle (1)
13:37:20
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:37:20
SQ
* ---------------------------------------------------
13:37:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:37:20
SQ
Turn started for Thorismund Balduric
13:37:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:37:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:37:27
SQ
Turn started for Svein
13:37:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:37:31
SQ
[Svein] executes skill [Thrust] on target [Goblin Skirmisher]
13:37:31
SQ
Svein uses skill Thrust
13:37:33
SQ
[Svein] executes skill [Thrust] on target [Goblin Skirmisher]
13:37:33
SQ
Svein uses skill Thrust
13:37:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:37:34
SQ
Turn started for Gerhard
13:37:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:37:36
SQ
[Gerhard] executes skill [Shieldwall] on target [Gerhard]
13:37:36
SQ
Gerhard uses skill Shieldwall
13:37:42
SQ
[Gerhard] executes skill [Thrust] on target [Goblin Ambusher]
13:37:42
SQ
Gerhard uses skill Thrust
13:37:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:37:42
SQ
Turn started for Goblin Ambusher
13:37:42
SQ
*
13:37:42
SQ
* Goblin Ambusher: Starting turn.
13:37:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:37:42
SQ
-> Behaviors to pick from:
Attack.Puncture (297.443)(*), Attack.Default (46.4803), Idle (1), Flee (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0), SwitchTo.Ranged (0)
Attack.Puncture (297.443)(*), Attack.Default (46.4803), Idle (1), Flee (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0), Roam (0), Defend (0), SwitchTo.Ranged (0)
13:37:42
SQ
-> Behavior picked: Attack.Puncture (297.443)
13:37:43
SQ
* Goblin Ambusher: Using Puncture against Thorismund Balduric!
13:37:43
SQ
Goblin Ambusher uses skill Puncture
13:37:43
SQ
-> Behaviors to pick from:
Attack.Puncture (269.355)(*), Attack.Default (45.5816), Idle (1), Retreat (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Engage.Ranged (0), Flee (0)
Attack.Puncture (269.355)(*), Attack.Default (45.5816), Idle (1), Retreat (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Bow (0), Roam (0), BreakFree (0), Engage.Ranged (0), Flee (0)
13:37:43
SQ
-> Behavior picked: Attack.Puncture (269.355)
13:37:44
SQ
* Goblin Ambusher: Using Puncture against Thorismund Balduric!
13:37:44
SQ
Goblin Ambusher uses skill Puncture
13:37:44
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Attack.Bow (0), Roam (0), BreakFree (0), Attack.Default (0), Flee (0), Attack.Puncture (0)
Idle (1)(*), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Attack.Bow (0), Roam (0), BreakFree (0), Attack.Default (0), Flee (0), Attack.Puncture (0)
13:37:44
SQ
-> Behavior picked: Idle (1)
13:37:44
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:37:44
SQ
* ---------------------------------------------------
13:37:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:37:44
SQ
Turn started for Winrich
13:37:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:37:53
SQ
[Winrich] executes skill [Swing] on target [Goblin Skirmisher]
13:37:53
SQ
Winrich uses skill Swing
13:37:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:37:56
SQ
Turn started for Goblin Skirmisher
13:37:56
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
13:37:56
SQ
*
13:37:56
SQ
* Goblin Skirmisher: Starting turn.
13:37:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:37:56
SQ
-> Behaviors to pick from:
Defend.Shieldwall (39)(*), Attack.Default (25.0284)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Flee (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), Roam (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0)
Defend.Shieldwall (39)(*), Attack.Default (25.0284)(*), Idle (1), Attack.Puncture (0), Defend.Knockback (0), Flee (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), Roam (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0)
13:37:56
SQ
-> Behavior picked: Defend.Shieldwall (39)
13:37:57
SQ
* Goblin Skirmisher: Using Shieldwall!
13:37:57
SQ
Goblin Skirmisher uses skill Shieldwall
13:37:57
SQ
-> Behaviors to pick from:
Attack.Default (24.4661)(*), Idle (1), Defend.Knockback (0), Attack.Split (0), Flee (0), Defend.Riposte (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0)
Attack.Default (24.4661)(*), Idle (1), Defend.Knockback (0), Attack.Split (0), Flee (0), Defend.Riposte (0), Attack.ThrowNet (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0)
13:37:57
SQ
-> Behavior picked: Attack.Default (24.4661)
13:37:58
SQ
* Goblin Skirmisher: Using Throw Bola against Alantyr the Swift!
13:37:58
SQ
Goblin Skirmisher uses skill Throw Bola
13:37:58
Resource
Loading: sounds/combat/throw_ball_01.wav
13:37:58
Resource
Loading: sounds/combat/throw_ball_hit_03.wav
13:37:58
Resource
Unloading: sounds/combat/throw_ball_01.wav
13:37:59
Resource
Unloading: sounds/combat/throw_ball_hit_03.wav
13:37:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.ThrowNet (0), Flee (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), Attack.ThrowNet (0), Flee (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
13:37:59
SQ
-> Behavior picked: Idle (1)
13:37:59
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:37:59
SQ
* ---------------------------------------------------
13:37:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:37:59
SQ
Turn started for Gunnar the Hound
13:38:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:38:05
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Goblin Skirmisher]
13:38:05
SQ
Gunnar the Hound uses skill Thrust
13:38:07
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Goblin Skirmisher]
13:38:07
SQ
Gunnar the Hound uses skill Thrust
13:38:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:38:07
SQ
Turn started for Alfgeir
13:38:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:38:10
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Skirmisher]
13:38:10
SQ
Alfgeir uses skill Thrust
13:38:12
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Skirmisher]
13:38:12
SQ
Alfgeir uses skill Thrust
13:38:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:38:12
SQ
Turn started for Bjarne
13:38:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:38:15
SQ
[Bjarne] executes skill [Cleave] on target [Goblin Ambusher]
13:38:15
SQ
Bjarne uses skill Cleave
13:38:18
SQ
[Bjarne] executes skill [Cleave] on target [Goblin Ambusher]
13:38:18
SQ
Bjarne uses skill Cleave
13:38:18
SQ
Goblin Ambusher has died.
13:38:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:38:18
SQ
Turn started for Gothart
13:38:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:38:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:38:23
SQ
Turn started for Goblin Skirmisher
13:38:23
SQ
Skill [Spearwall] removed from [Goblin Skirmisher].
13:38:23
SQ
*
13:38:23
SQ
* Goblin Skirmisher: Starting turn.
13:38:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:38:23
SQ
-> Behaviors to pick from:
Engage.Melee (55.9947)(*), Idle (1), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), Retreat (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Defend (0), Attack.ThrowNet (0), Attack.SplitShield (0)
Engage.Melee (55.9947)(*), Idle (1), Attack.KnockOut (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), Retreat (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Defend (0), Attack.ThrowNet (0), Attack.SplitShield (0)
13:38:23
SQ
-> Behavior picked: Engage.Melee (55.9947)
13:38:24
SQ
* Goblin Skirmisher: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
13:38:24
SQ
* Goblin Skirmisher: Reached engage destination
13:38:24
SQ
-> Behaviors to pick from:
Attack.Default (86.1736)(*), Idle (1), Defend.Knockback (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), Defend (0), Attack.ThrowNet (0), Attack.SplitShield (0), Engage.Melee (0)
Attack.Default (86.1736)(*), Idle (1), Defend.Knockback (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Attack.Puncture (0), Flee (0), Attack.Swing (0), Defend.Spearwall (0), Defend (0), Attack.ThrowNet (0), Attack.SplitShield (0), Engage.Melee (0)
13:38:24
SQ
-> Behavior picked: Attack.Default (86.1736)
13:38:25
SQ
* Goblin Skirmisher: Using Thrust against Alantyr the Swift!
13:38:25
SQ
Goblin Skirmisher uses skill Thrust
13:38:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Roam (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Spearwall (0), Defend (0), Attack.ThrowNet (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Roam (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Spearwall (0), Defend (0), Attack.ThrowNet (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
13:38:25
SQ
-> Behavior picked: Idle (1)
13:38:26
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:38:26
SQ
* ---------------------------------------------------
13:38:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:38:26
SQ
Turn started for Alantyr the Swift
13:38:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:38:36
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
13:38:36
SQ
Alantyr the Swift uses skill Perfect Focus
13:38:43
SQ
[Alantyr the Swift] executes skill [Impale] on target [Goblin Skirmisher]
13:38:43
SQ
Alantyr the Swift uses skill Impale
13:38:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:38:47
SQ
Turn started for Palaemon the Oldguard
13:38:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:38:49
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Goblin Skirmisher]
13:38:49
SQ
Palaemon the Oldguard uses skill Slash
13:38:49
SQ
Goblin Skirmisher has died.
13:38:51
SQ
[Palaemon the Oldguard] executes skill [Break Free] on target [Palaemon the Oldguard]
13:38:51
SQ
Palaemon the Oldguard uses skill Break Free
13:38:51
SQ
Skill [Trapped in Net] removed from [Palaemon the Oldguard].
13:38:51
SQ
Skill [Break Free] removed from [Palaemon the Oldguard].
13:38:51
SQ
INFO: Next round issued: 4
13:38:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:38:52
SQ
Turn started for Goblin Ambusher
13:38:52
SQ
*
13:38:52
SQ
* Goblin Ambusher: Starting turn.
13:38:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:38:52
SQ
-> Behaviors to pick from:
Attack.Bow (31.4507)(*), Idle (1), Roam (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Flee (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Defend (0), Engage.Melee (0)
Attack.Bow (31.4507)(*), Idle (1), Roam (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Flee (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Defend (0), Engage.Melee (0)
13:38:52
SQ
-> Behavior picked: Attack.Bow (31.4507)
13:38:52
SQ
* Goblin Ambusher: Using Aimed Shot against Alantyr the Swift!
13:38:52
SQ
Goblin Ambusher uses skill Aimed Shot
13:38:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), BreakFree (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Defend (0), Engage.Melee (0), Attack.Bow (0)
Idle (1)(*), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), BreakFree (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Defend (0), Engage.Melee (0), Attack.Bow (0)
13:38:54
SQ
-> Behavior picked: Idle (1)
13:38:54
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:38:54
SQ
* ---------------------------------------------------
13:38:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:38:55
SQ
Turn started for Ragnar the Blade
13:38:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:39:01
UI
equip item: 54574536
13:39:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:39:05
SQ
Turn started for Goblin Skirmisher
13:39:05
SQ
*
13:39:05
SQ
* Goblin Skirmisher: Starting turn.
13:39:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:39:05
SQ
-> Behaviors to pick from:
Attack.ThrowNet (497.137)(*), Attack.Default (44.1176), Defend.Riposte (39.5782), Idle (1), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Knockback (0), Flee (0), BreakFree (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0), Roam (0)
Attack.ThrowNet (497.137)(*), Attack.Default (44.1176), Defend.Riposte (39.5782), Idle (1), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Knockback (0), Flee (0), BreakFree (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0), Roam (0)
13:39:05
SQ
-> Behavior picked: Attack.ThrowNet (497.137)
13:39:06
SQ
* Goblin Skirmisher: Using Throw Net against Palaemon the Oldguard!
13:39:06
SQ
Goblin Skirmisher uses skill Throw Net
13:39:06
SQ
-> Behaviors to pick from:
Attack.Default (43.9602)(*), Defend.Riposte (37.0086)(*), Idle (1), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0)
Attack.Default (43.9602)(*), Defend.Riposte (37.0086)(*), Idle (1), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0)
13:39:06
SQ
-> Behavior picked: Attack.Default (43.9602)
13:39:07
SQ
* Goblin Skirmisher: Using Slash against Winrich!
13:39:07
SQ
Goblin Skirmisher uses skill Slash
13:39:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.Split (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Retreat (0), Attack.Split (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Defend.Shieldwall (0), Engage.Melee (0), Roam (0), Attack.ThrowNet (0), Attack.Default (0)
13:39:07
SQ
-> Behavior picked: Idle (1)
13:39:07
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
13:39:07
SQ
* ---------------------------------------------------
13:39:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:39:07
SQ
Turn started for Thorismund Balduric
13:39:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:39:11
SQ
TurnSequenceBar::entityWaitTurn(Thorismund Balduric)
13:39:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:39:11
SQ
Turn started for Gothart
13:39:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:39:14
SQ
[Gothart] executes skill [Impale] on target [Goblin Ambusher]
13:39:14
SQ
Gothart uses skill Impale
13:39:14
SQ
Goblin Ambusher has died.
13:39:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: false)
13:39:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:39:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:39:16
SQ
Turn started for Goblin Ambusher
13:39:16
SQ
*
13:39:16
SQ
* Goblin Ambusher: Starting turn.
13:39:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:39:16
SQ
-> Behaviors to pick from:
Attack.Puncture (78.1196)(*), Attack.Default (16.4554), Idle (1), SwitchTo.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Roam (0), Flee (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), Retreat (0)
Attack.Puncture (78.1196)(*), Attack.Default (16.4554), Idle (1), SwitchTo.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Defend (0), Roam (0), Flee (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), Retreat (0)
13:39:16
SQ
-> Behavior picked: Attack.Puncture (78.1196)
13:39:17
SQ
* Goblin Ambusher: Using Puncture against Alfgeir!
13:39:17
SQ
Goblin Ambusher uses skill Puncture
13:39:17
SQ
-> Behaviors to pick from:
Attack.Puncture (59.1962)(*), Attack.Default (15.68)(*), Idle (1), Attack.Bow (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Ranged (0), BreakFree (0), Defend (0), Roam (0), SwitchTo.Ranged (0)
Attack.Puncture (59.1962)(*), Attack.Default (15.68)(*), Idle (1), Attack.Bow (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Ranged (0), BreakFree (0), Defend (0), Roam (0), SwitchTo.Ranged (0)
13:39:17
SQ
-> Behavior picked: Attack.Default (15.68)
13:39:18
SQ
* Goblin Ambusher: Using Slash against Alfgeir!
13:39:18
SQ
Goblin Ambusher uses skill Slash
13:39:18
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Roam (0), Flee (0), Attack.Bow (0), Engage.Ranged (0), BreakFree (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0)
Idle (1)(*), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Roam (0), Flee (0), Attack.Bow (0), Engage.Ranged (0), BreakFree (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Puncture (0)
13:39:18
SQ
-> Behavior picked: Idle (1)
13:39:18
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:39:18
SQ
* ---------------------------------------------------
13:39:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:39:18
SQ
Turn started for Svein
13:39:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:39:21
SQ
[Svein] executes skill [Thrust] on target [Goblin Skirmisher]
13:39:21
SQ
Svein uses skill Thrust
13:39:23
SQ
[Svein] executes skill [Thrust] on target [Goblin Skirmisher]
13:39:23
SQ
Svein uses skill Thrust
13:39:23
SQ
Goblin Skirmisher has died.
13:39:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:39:23
SQ
Turn started for Goblin Skirmisher
13:39:23
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
13:39:23
SQ
*
13:39:23
SQ
* Goblin Skirmisher: Starting turn.
13:39:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:39:24
SQ
-> Behaviors to pick from:
Attack.Default (74.2339)(*), Defend.Shieldwall (50.6)(*), Idle (1), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Attack.Puncture (0)
Attack.Default (74.2339)(*), Defend.Shieldwall (50.6)(*), Idle (1), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Attack.ThrowNet (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Attack.Puncture (0)
13:39:24
SQ
-> Behavior picked: Attack.Default (74.2339)
13:39:24
SQ
* Goblin Skirmisher: Using Thrust against Alantyr the Swift!
13:39:24
SQ
Goblin Skirmisher uses skill Thrust
13:39:24
SQ
-> Behaviors to pick from:
Attack.Default (74.052)(*), Defend.Shieldwall (49.0667)(*), Idle (1), Attack.SplitShield (0), Roam (0), BreakFree (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Spearwall (0), Flee (0), Retreat (0), Attack.ThrowNet (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0)
Attack.Default (74.052)(*), Defend.Shieldwall (49.0667)(*), Idle (1), Attack.SplitShield (0), Roam (0), BreakFree (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Spearwall (0), Flee (0), Retreat (0), Attack.ThrowNet (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0)
13:39:24
SQ
-> Behavior picked: Attack.Default (74.052)
13:39:25
SQ
* Goblin Skirmisher: Using Thrust against Alantyr the Swift!
13:39:25
SQ
Goblin Skirmisher uses skill Thrust
13:39:25
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.KnockOut (0), Roam (0), Defend (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Flee (0), Retreat (0), Attack.ThrowNet (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Attack.KnockOut (0), Roam (0), Defend (0), Attack.Split (0), Attack.SplitShield (0), Attack.Decapitate (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Flee (0), Retreat (0), Attack.ThrowNet (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Default (0)
13:39:25
SQ
-> Behavior picked: Idle (1)
13:39:25
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:39:25
SQ
* ---------------------------------------------------
13:39:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Skirmisher - Locked: true)
13:39:26
SQ
Turn started for Goblin Skirmisher
13:39:26
SQ
Skill [Shieldwall] removed from [Goblin Skirmisher].
13:39:26
SQ
*
13:39:26
SQ
* Goblin Skirmisher: Starting turn.
13:39:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Skirmisher)
13:39:26
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Defend.Shieldwall (50.4722)(*), Idle (1), Defend.Riposte (0), Attack.Puncture (0), Attack.ThrowNet (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Roam (0), Attack.Decapitate (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Flee (0), Attack.Default (0), Defend.Knockback (0)
SwitchTo.Melee (200)(*), Defend.Shieldwall (50.4722)(*), Idle (1), Defend.Riposte (0), Attack.Puncture (0), Attack.ThrowNet (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Roam (0), Attack.Decapitate (0), Attack.Split (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Flee (0), Attack.Default (0), Defend.Knockback (0)
13:39:26
SQ
-> Behavior picked: SwitchTo.Melee (200)
13:39:27
SQ
* Goblin Skirmisher: Switching to melee weapon!
13:39:27
SQ
-> Behaviors to pick from:
Attack.Puncture (198.996)(*), Attack.Default (69.1502)(*), Defend.Shieldwall (50.4722)(*), Idle (1), BreakFree (0), Roam (0), Attack.Decapitate (0), Retreat (0), Flee (0), Attack.ThrowNet (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Melee (0)
Attack.Puncture (198.996)(*), Attack.Default (69.1502)(*), Defend.Shieldwall (50.4722)(*), Idle (1), BreakFree (0), Roam (0), Attack.Decapitate (0), Retreat (0), Flee (0), Attack.ThrowNet (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Melee (0)
13:39:27
SQ
-> Behavior picked: Attack.Default (69.1502)
13:39:27
SQ
* Goblin Skirmisher: Using Slash against Ragnar the Blade!
13:39:27
SQ
Goblin Skirmisher uses skill Slash
13:39:29
SQ
-> Behaviors to pick from:
Attack.Puncture (172.053)(*), Attack.Default (69.9124)(*), Defend.Shieldwall (48.875)(*), Idle (1), BreakFree (0), Attack.Split (0), Defend (0), Flee (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0)
Attack.Puncture (172.053)(*), Attack.Default (69.9124)(*), Defend.Shieldwall (48.875)(*), Idle (1), BreakFree (0), Attack.Split (0), Defend (0), Flee (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0)
13:39:29
SQ
-> Behavior picked: Attack.Puncture (172.053)
13:39:29
SQ
* Goblin Skirmisher: Using Puncture against Ragnar the Blade!
13:39:29
SQ
Goblin Skirmisher uses skill Puncture
13:39:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Defend (0), BreakFree (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Attack.Puncture (0)
Idle (1)(*), Defend.Shieldwall (0), Defend (0), BreakFree (0), Attack.Split (0), Defend.Spearwall (0), Attack.Swing (0), Attack.ThrowNet (0), Roam (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Attack.Puncture (0)
13:39:29
SQ
-> Behavior picked: Idle (1)
13:39:30
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
13:39:30
SQ
* ---------------------------------------------------
13:39:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:39:30
SQ
Turn started for Torleif
13:39:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:39:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:39:44
SQ
Turn started for Goblin Ambusher
13:39:44
SQ
*
13:39:44
SQ
* Goblin Ambusher: Starting turn.
13:39:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:39:45
SQ
-> Behaviors to pick from:
Attack.Puncture (190.717)(*), Attack.Default (37.1045), Idle (1), Engage.Ranged (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), BreakFree (0), Attack.Bow (0), Flee (0), Defend (0), SwitchTo.Melee (0)
Attack.Puncture (190.717)(*), Attack.Default (37.1045), Idle (1), Engage.Ranged (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), BreakFree (0), Attack.Bow (0), Flee (0), Defend (0), SwitchTo.Melee (0)
13:39:45
SQ
-> Behavior picked: Attack.Puncture (190.717)
13:39:45
SQ
* Goblin Ambusher: Using Puncture against Thorismund Balduric!
13:39:45
SQ
Goblin Ambusher uses skill Puncture
13:39:45
SQ
-> Behaviors to pick from:
Attack.Default (32.3678)(*), Idle (1), Engage.Melee (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), BreakFree (0), Attack.Bow (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0)
Attack.Default (32.3678)(*), Idle (1), Engage.Melee (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), BreakFree (0), Attack.Bow (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0)
13:39:45
SQ
-> Behavior picked: Attack.Default (32.3678)
13:39:46
SQ
* Goblin Ambusher: Using Slash against Thorismund Balduric!
13:39:46
SQ
Goblin Ambusher uses skill Slash
13:39:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Defend (0), Attack.Bow (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Defend (0), Attack.Bow (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0)
13:39:46
SQ
-> Behavior picked: Idle (1)
13:39:47
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
13:39:47
SQ
* ---------------------------------------------------
13:39:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:39:47
SQ
Turn started for Gunnar the Hound
13:39:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:39:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:39:55
SQ
Turn started for Alfgeir
13:39:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:39:58
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Ambusher]
13:39:58
SQ
Alfgeir uses skill Thrust
13:40:01
SQ
[Alfgeir] executes skill [Thrust] on target [Goblin Ambusher]
13:40:01
SQ
Alfgeir uses skill Thrust
13:40:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:40:01
SQ
Turn started for Gerhard
13:40:01
SQ
Skill [Shieldwall] removed from [Gerhard].
13:40:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:40:04
SQ
[Gerhard] executes skill [Thrust] on target [Goblin Ambusher]
13:40:04
SQ
Gerhard uses skill Thrust
13:40:05
SQ
[Gerhard] executes skill [Thrust] on target [Goblin Ambusher]
13:40:05
SQ
Gerhard uses skill Thrust
13:40:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:40:06
SQ
Turn started for Bjarne
13:40:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:40:12
SQ
[Bjarne] executes skill [Cleave] on target [Goblin Ambusher]
13:40:12
SQ
Bjarne uses skill Cleave
13:40:12
SQ
Goblin Ambusher has died.
13:40:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:40:18
SQ
Turn started for Palaemon the Oldguard
13:40:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:40:20
SQ
[Palaemon the Oldguard] executes skill [Break Free] on target [Palaemon the Oldguard]
13:40:20
SQ
Palaemon the Oldguard uses skill Break Free
13:40:20
SQ
Skill [Trapped in Net] removed from [Palaemon the Oldguard].
13:40:27
SQ
Skill [Break Free] removed from [Palaemon the Oldguard].
13:40:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:40:27
SQ
Turn started for Winrich
13:40:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:40:31
SQ
[Winrich] executes skill [Slash] on target [Goblin Skirmisher]
13:40:31
SQ
Winrich uses skill Slash
13:40:34
SQ
[Winrich] executes skill [Slash] on target [Goblin Skirmisher]
13:40:34
SQ
Winrich uses skill Slash
13:40:34
SQ
Goblin Skirmisher has died.
13:40:37
SQ
[Winrich] executes skill [Slash] on target [Goblin Skirmisher]
13:40:37
SQ
Winrich uses skill Slash
13:40:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:40:37
SQ
Turn started for Alantyr the Swift
13:40:37
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
13:40:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:40:40
SQ
[Alantyr the Swift] executes skill [Impale] on target [Goblin Skirmisher]
13:40:40
SQ
Alantyr the Swift uses skill Impale
13:40:40
SQ
Goblin Skirmisher has died.
13:40:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:40:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:40:53
SQ
[Thorismund Balduric] executes skill [Impale] on target [Goblin Skirmisher]
13:40:53
SQ
Thorismund Balduric uses skill Impale
13:40:53
SQ
INFO: Next round issued: 5
13:40:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:40:54
SQ
Turn started for Goblin Ambusher
13:40:54
SQ
*
13:40:54
SQ
* Goblin Ambusher: Starting turn.
13:40:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:40:54
SQ
-> Behaviors to pick from:
Retreat (1077.27)(*), Attack.Bow (59.5106), Idle (1), SwitchTo.Melee (0), Flee (0), Attack.Puncture (0), BreakFree (0), Engage.Ranged (0), Attack.Default (0), Defend (0), Engage.Melee (0), SwitchTo.Ranged (0), Roam (0)
Retreat (1077.27)(*), Attack.Bow (59.5106), Idle (1), SwitchTo.Melee (0), Flee (0), Attack.Puncture (0), BreakFree (0), Engage.Ranged (0), Attack.Default (0), Defend (0), Engage.Melee (0), SwitchTo.Ranged (0), Roam (0)
13:40:54
SQ
-> Behavior picked: Retreat (1077.27)
13:40:55
SQ
* Goblin Ambusher: Retreating.
13:40:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:40:57
SQ
Turn started for Ragnar the Blade
13:40:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:40:59
SQ
[Ragnar the Blade] executes skill [Impale] on target [Goblin Skirmisher]
13:40:59
SQ
Ragnar the Blade uses skill Impale
13:40:59
SQ
Goblin Skirmisher has died.
13:40:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
13:41:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:41:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:41:02
SQ
Turn started for Gothart
13:41:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:41:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:41:05
SQ
Turn started for Torleif
13:41:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:41:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:41:09
SQ
Turn started for Svein
13:41:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:41:15
SQ
[Svein] executes skill [Thrust] on target [Goblin Ambusher]
13:41:15
SQ
Svein uses skill Thrust
13:41:15
SQ
Goblin Ambusher has died.
13:41:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: false)
13:41:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:41:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:41:20
SQ
Turn started for Gunnar the Hound
13:41:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:41:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:41:24
SQ
Turn started for Thorismund Balduric
13:41:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:41:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:41:28
SQ
Turn started for Palaemon the Oldguard
13:41:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:41:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:41:32
SQ
Turn started for Gerhard
13:41:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:41:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:41:35
SQ
Turn started for Alfgeir
13:41:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:41:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:41:39
SQ
Turn started for Bjarne
13:41:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:41:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:41:43
SQ
Turn started for Winrich
13:41:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:41:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:41:47
SQ
Turn started for Alantyr the Swift
13:41:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:41:49
SQ
INFO: Next round issued: 6
13:41:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:41:49
SQ
Turn started for Goblin Ambusher
13:41:49
SQ
*
13:41:49
SQ
* Goblin Ambusher: Starting turn.
13:41:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:41:49
SQ
defensive score: 48
13:41:49
SQ
defensive threshold: 3
13:41:49
SQ
-> Behaviors to pick from:
Retreat (1259.09)(*), Defend (90), Attack.Bow (24.9111), Idle (1), Flee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Engage.Melee (0), BreakFree (0), Engage.Ranged (0), SwitchTo.Melee (0)
Retreat (1259.09)(*), Defend (90), Attack.Bow (24.9111), Idle (1), Flee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Engage.Melee (0), BreakFree (0), Engage.Ranged (0), SwitchTo.Melee (0)
13:41:49
SQ
-> Behavior picked: Retreat (1259.09)
13:41:49
SQ
* Goblin Ambusher: Retreating.
13:41:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:41:50
SQ
Turn started for Torleif
13:41:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:41:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:41:54
SQ
Turn started for Thorismund Balduric
13:41:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:41:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:41:58
SQ
Turn started for Gothart
13:41:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:42:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:42:02
SQ
Turn started for Svein
13:42:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:42:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:42:09
SQ
Turn started for Gunnar the Hound
13:42:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:42:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:42:15
SQ
Turn started for Ragnar the Blade
13:42:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:42:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:42:17
SQ
Turn started for Alfgeir
13:42:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:42:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:42:24
SQ
Turn started for Palaemon the Oldguard
13:42:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:42:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:42:26
SQ
Turn started for Gerhard
13:42:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:42:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:42:29
SQ
Turn started for Bjarne
13:42:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:42:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:42:33
SQ
Turn started for Winrich
13:42:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:42:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:42:34
SQ
Turn started for Alantyr the Swift
13:42:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:42:35
SQ
INFO: Next round issued: 7
13:42:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goblin Ambusher - Locked: true)
13:42:36
SQ
Turn started for Goblin Ambusher
13:42:36
SQ
*
13:42:36
SQ
* Goblin Ambusher: Starting turn.
13:42:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goblin Ambusher)
13:42:36
SQ
defensive score: 48
13:42:36
SQ
defensive threshold: 3
13:42:36
SQ
-> Behaviors to pick from:
Retreat (1259.09)(*), Defend (90), Idle (1), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Engage.Ranged (0), Attack.Puncture (0), Attack.Default (0)
Retreat (1259.09)(*), Defend (90), Idle (1), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), BreakFree (0), Engage.Ranged (0), Attack.Puncture (0), Attack.Default (0)
13:42:36
SQ
-> Behavior picked: Retreat (1259.09)
13:42:36
SQ
* Goblin Ambusher: Retreating.
13:42:36
SQ
* Goblin Ambusher: Retreated!
13:42:36
Resource
Unloading: gfx/orientation_overlay.png
13:42:36
SQ
Skill [Nighttime] removed from [Gunnar the Hound].
13:42:36
SQ
Skill [Nighttime] removed from [Winrich].
13:42:36
SQ
Skill [Nighttime] removed from [Ragnar the Blade].
13:42:36
SQ
Skill [Nighttime] removed from [Torleif].
13:42:36
SQ
Skill [Nighttime] removed from [Thorismund Balduric].
13:42:36
SQ
Skill [Nighttime] removed from [Palaemon the Oldguard].
13:42:36
SQ
Skill [Nighttime] removed from [Gerhard].
13:42:36
SQ
Skill [Nighttime] removed from [Alfgeir].
13:42:36
SQ
Skill [Nighttime] removed from [Bjarne].
13:42:36
SQ
Skill [Nighttime] removed from [Svein].
13:42:36
SQ
Skill [Nighttime] removed from [Alantyr the Swift].
13:42:36
SQ
Skill [Nighttime] removed from [Gothart].
13:42:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:42:36
SQ
Turn started for Svein
13:42:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:42:40
Resource
Loading: music/victory_01.music
13:42:40
Resource
Unloading: music/goblins_01.music
13:42:46
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
13:42:46
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
13:42:46
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
13:42:46
SQ
World::onCombatFinished
13:42:46
SQ
TacticalState::onFinish
13:42:46
Resource
Unloading: gfx/object_0.png
13:42:46
Resource
Unloading: gfx/detail.png
13:42:46
Resource
Unloading Resource Package "Temporary Tactical Resources".
13:42:46
Resource
Unloading: sounds/combat/throw_net_01.wav
13:42:46
Resource
Unloading: sounds/combat/throw_net_02.wav
13:42:46
Resource
Unloading: sounds/combat/break_free_net_01.wav
13:42:46
Resource
Unloading: sounds/combat/break_free_net_02.wav
13:42:46
Resource
Unloading: sounds/combat/break_free_net_03.wav
13:42:46
Resource
Unloading: sounds/combat/poison_applied_01.wav
13:42:46
Resource
Unloading: sounds/combat/poison_applied_02.wav
13:42:46
Resource
Unloading: sounds/enemies/goblin_hurt_00.wav
13:42:46
Resource
Unloading: sounds/enemies/goblin_hurt_01.wav
13:42:46
Resource
Unloading: sounds/enemies/goblin_hurt_02.wav
13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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Unloading: sounds/enemies/goblin_death_00.wav
13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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Unloading: sounds/enemies/goblin_flee_00.wav
13:42:46
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Unloading: sounds/enemies/goblin_flee_01.wav
13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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13:42:46
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Unloading: sounds/enemies/goblin_idle_10.wav
13:42:46
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Unloading: sounds/enemies/goblin_idle_11.wav
13:42:46
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Unloading: sounds/enemies/goblin_idle_12.wav
13:42:46
Resource
Unloading: sounds/enemies/goblin_idle_13.wav
13:42:46
Resource
Unloading: sounds/enemies/goblin_idle_14.wav
13:42:46
Resource
Unloading: gfx/entity_2.png
13:42:46
UI
IngameMenuScreen::UNREGISTER
13:42:46
UI
MainMenuModule::UNREGISTER
13:42:46
UI
LoadCampaignMenuModule::UNREGISTER
13:42:46
UI
SaveCampaignMenuModule::UNREGISTER
13:42:46
UI
OptionsMenuModule::UNREGISTER
13:42:46
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:42:46
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:42:46
UI
OptionsMenuModuleControlsPanel::UNREGISTER
13:42:46
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
13:42:46
UI
TacticalFleeScreen::UNREGISTER
13:42:46
UI
CharacterScreen::UNREGISTER
13:42:46
UI
CharacterScreenLeftPanelModule::UNREGISTER
13:42:46
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
13:42:46
UI
CharacterScreenPaperdollModule::UNREGISTER
13:42:46
UI
CharacterScreenSkillsModule::UNREGISTER
13:42:46
UI
CharacterScreenStatsModule::UNREGISTER
13:42:46
UI
CharacterScreenRightPanelModule::UNREGISTER
13:42:46
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
13:42:46
UI
CharacterScreenInventoryListModule::UNREGISTER
13:42:46
UI
CharacterScreenPerksModule::UNREGISTER
13:42:46
UI
CharacterScreenBrothersListModule::UNREGISTER
13:42:46
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
13:42:46
UI
TacticalScreen::UNREGISTER
13:42:46
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
13:42:46
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
13:42:46
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
13:42:46
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
13:42:46
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
13:42:46
UI
TacticalCombatResultScreen::UNREGISTER
13:42:46
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
13:42:46
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
13:42:50
Resource
Loading: music/worldmap_03.music
13:42:50
Resource
Unloading: music/victory_01.music
13:42:53
SQ
contract removed: contract.destroy_inactive_location
13:43:16
SQ
Location entered: Malmkrog
13:43:20
Resource
Loading: music/village_01.music
13:43:20
Resource
Unloading: music/worldmap_03.music
13:43:26
Resource
Loading: music/worldmap_03.music
13:43:26
Resource
Unloading: music/village_01.music
13:43:56
SQ
contract removed: contract.errant
13:43:59
SQ
contract added: contract.errant
13:44:10
SQ
Save campaign: autosave
13:44:11
Scene
Finished saving scene.
13:44:12
SQ
WorldState::onHide
13:44:12
UI
CharacterScreen::REGISTER
13:44:12
UI
CharacterScreenLeftPanelModule::REGISTER
13:44:12
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
13:44:12
UI
CharacterScreenPaperdollModule::REGISTER
13:44:12
UI
CharacterScreenSkillsModule::REGISTER
13:44:12
UI
CharacterScreenStatsModule::REGISTER
13:44:12
UI
CharacterScreenRightPanelModule::REGISTER
13:44:12
UI
CharacterScreenRightPanelHeaderModule::REGISTER
13:44:12
UI
CharacterScreenInventoryListModule::REGISTER
13:44:12
UI
CharacterScreenPerksModule::REGISTER
13:44:12
UI
CharacterScreenBrothersListModule::REGISTER
13:44:12
UI
CharacterScreenBattleStartFooterModule::REGISTER
13:44:12
UI
TacticalFleeScreen::REGISTER
13:44:12
UI
IngameMenuScreen::REGISTER
13:44:12
UI
MainMenuModule::REGISTER
13:44:12
UI
LoadCampaignMenuModule::REGISTER
13:44:12
UI
SaveCampaignMenuModule::REGISTER
13:44:12
UI
OptionsMenuModule::REGISTER
13:44:12
UI
OptionsMenuModuleVideoPanel::REGISTER
13:44:12
UI
OptionsMenuModuleAudioPanel::REGISTER
13:44:12
UI
OptionsMenuModuleControlsPanel::REGISTER
13:44:12
UI
OptionsMenuModuleGameplayPanel::REGISTER
13:44:12
UI
TacticalCombatResultScreen::REGISTER
13:44:12
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
13:44:12
UI
TacticalCombatResultScreenLootPanel::REGISTER
13:44:12
UI
TacticalScreen::REGISTER
13:44:12
UI
TacticalScreenTurnSequenceBarModule::REGISTER
13:44:12
UI
TacticalScreenOrientationOverlayModule::REGISTER
13:44:12
UI
TacticalScreenTopbarEventLogModule::REGISTER
13:44:12
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
13:44:12
UI
TacticalScreenTopbarOptionsModule::REGISTER
13:44:12
Resource
Loading: gfx/detail.png
13:44:12
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
13:44:12
Resource
Loading: gfx/object_0.png
13:44:12
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
13:44:12
Resource
Loading: gfx/orientation_overlay.png
13:44:12
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
13:44:12
SQ
TACTICAL: STASH LOCKED: true
13:44:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:44:12
SQ
Turn started for Bandit Marksman
13:44:12
SQ
*
13:44:12
SQ
* Bandit Marksman: Starting turn.
13:44:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:44:13
SQ
INFO: Next round issued: 1
13:44:13
Resource
Started loading Resource Package "Temporary Tactical Resources".
13:44:13
Resource
Loading: sounds/combat/repel_hit_01.wav
13:44:13
Resource
Loading: sounds/combat/repel_hit_02.wav
13:44:13
Resource
Loading: sounds/combat/repel_hit_03.wav
13:44:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:44:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:44:13
SQ
defensive score: 2.20408
13:44:13
SQ
defensive threshold: 2.93706
13:44:13
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.7685), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (12.7685), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
13:44:13
SQ
-> Behavior picked: Engage.Ranged (80)
13:44:13
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Alantyr the Swift (not visible)
13:44:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:44:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:44:14
SQ
defensive score: 2.20408
13:44:14
SQ
defensive threshold: 2.93706
13:44:14
SQ
-> Behaviors to pick from:
Attack.Bow (12.5543)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
Attack.Bow (12.5543)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
13:44:14
SQ
-> Behavior picked: Attack.Bow (12.5543)
13:44:14
SQ
* Bandit Marksman: Using Quick Shot against Svein!
13:44:14
SQ
Bandit Marksman uses skill Quick Shot
13:44:16
Resource
Loading: music/bandits_02.music
13:44:16
Resource
Unloading: music/worldmap_03.music
13:44:16
SQ
defensive score: 2.20408
13:44:16
SQ
defensive threshold: 2.93706
13:44:16
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
13:44:16
SQ
-> Behavior picked: Idle (1)
13:44:16
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
13:44:16
SQ
* ---------------------------------------------------
13:44:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:44:17
SQ
Turn started for Bandit Marksman
13:44:17
SQ
*
13:44:17
SQ
* Bandit Marksman: Starting turn.
13:44:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:44:17
SQ
defensive score: 2.20408
13:44:17
SQ
defensive threshold: 2.93706
13:44:17
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
13:44:17
SQ
-> Behavior picked: Engage.Ranged (25)
13:44:17
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
13:44:17
SQ
* Bandit Marksman: Waiting until others have moved!
13:44:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:44:17
SQ
Turn started for Bandit Marksman
13:44:17
SQ
*
13:44:17
SQ
* Bandit Marksman: Starting turn.
13:44:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:44:18
SQ
defensive score: 2.20408
13:44:18
SQ
defensive threshold: 2.93706
13:44:18
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (25)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
13:44:18
SQ
-> Behavior picked: Engage.Ranged (25)
13:44:18
SQ
TurnSequenceBar::entityWaitTurn(Bandit Marksman)
13:44:18
SQ
* Bandit Marksman: Waiting until others have moved!
13:44:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:44:18
SQ
Turn started for Ragnar the Blade
13:44:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:44:24
UI
equip item: 52785962
13:44:36
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
13:44:36
SQ
Ragnar the Blade uses skill Quick Shot
13:44:38
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
13:44:38
SQ
Ragnar the Blade uses skill Quick Shot
13:44:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:44:39
SQ
Turn started for Bandit Raider
13:44:39
SQ
*
13:44:39
SQ
* Bandit Raider: Starting turn.
13:44:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:44:40
SQ
defensive score: 2.20408
13:44:40
SQ
defensive threshold: 2.93706
13:44:40
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (105)(*), Engage.Melee (72.2222)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (105)(*), Engage.Melee (72.2222)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:44:40
SQ
-> Behavior picked: SwitchTo.Ranged (105)
13:44:40
SQ
* Bandit Raider: Switching to ranged weapon!
13:44:40
SQ
defensive score: 2.20408
13:44:40
SQ
defensive threshold: 2.93706
13:44:40
SQ
-> Behaviors to pick from:
Engage.Melee (85.7143)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (85.7143)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
13:44:40
SQ
-> Behavior picked: Engage.Melee (85.7143)
13:44:40
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
13:44:41
SQ
* Bandit Raider: Reached engage destination
13:44:41
SQ
defensive score: 2.20408
13:44:41
SQ
defensive threshold: 2.93706
13:44:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
13:44:41
SQ
-> Behavior picked: Idle (1)
13:44:41
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:44:41
SQ
* ---------------------------------------------------
13:44:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:44:42
SQ
Turn started for Bandit Raider
13:44:42
SQ
*
13:44:42
SQ
* Bandit Raider: Starting turn.
13:44:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:44:42
SQ
defensive score: 2.20408
13:44:42
SQ
defensive threshold: 2.93706
13:44:42
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (105)(*), Engage.Melee (95.3333)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (105)(*), Engage.Melee (95.3333)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:44:42
SQ
-> Behavior picked: SwitchTo.Ranged (105)
13:44:42
SQ
* Bandit Raider: Switching to ranged weapon!
13:44:42
SQ
defensive score: 2.20408
13:44:42
SQ
defensive threshold: 2.93706
13:44:42
SQ
-> Behaviors to pick from:
Engage.Melee (119.444)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (119.444)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
13:44:42
SQ
-> Behavior picked: Engage.Melee (119.444)
13:44:42
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
13:44:43
SQ
* Bandit Raider: Reached engage destination
13:44:43
SQ
defensive score: 2.20408
13:44:43
SQ
defensive threshold: 2.93706
13:44:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
13:44:43
SQ
-> Behavior picked: Idle (1)
13:44:43
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:44:43
SQ
* ---------------------------------------------------
13:44:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:44:43
SQ
Turn started for Bandit Raider
13:44:43
SQ
*
13:44:43
SQ
* Bandit Raider: Starting turn.
13:44:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:44:44
SQ
defensive score: 2.20408
13:44:44
SQ
defensive threshold: 2.93706
13:44:44
SQ
-> Behaviors to pick from:
Engage.Melee (102.667)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (102.667)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:44:44
SQ
-> Behavior picked: Engage.Melee (102.667)
13:44:44
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
13:44:46
SQ
* Bandit Raider: Reached engage destination
13:44:46
SQ
defensive score: 2.20408
13:44:46
SQ
defensive threshold: 2.93706
13:44:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:44:46
SQ
-> Behavior picked: Idle (1)
13:44:46
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:44:46
SQ
* ---------------------------------------------------
13:44:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:44:46
SQ
Turn started for Bandit Thug
13:44:46
SQ
*
13:44:46
SQ
* Bandit Thug: Starting turn.
13:44:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:44:46
SQ
defensive score: 2.20408
13:44:46
SQ
defensive threshold: 2.93706
13:44:46
SQ
-> Behaviors to pick from:
Engage.Melee (46.281)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (46.281)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:44:46
SQ
-> Behavior picked: Engage.Melee (46.281)
13:44:47
SQ
* Bandit Thug: Engaging to melee range with Alfgeir (visible), accepted_distance=0
13:44:48
SQ
* Bandit Thug: Reached engage destination
13:44:48
SQ
defensive score: 2.20408
13:44:48
SQ
defensive threshold: 2.93706
13:44:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:44:48
SQ
-> Behavior picked: Idle (1)
13:44:48
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
13:44:48
SQ
* ---------------------------------------------------
13:44:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:44:48
SQ
Turn started for Bandit Raider
13:44:48
SQ
*
13:44:48
SQ
* Bandit Raider: Starting turn.
13:44:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:44:49
SQ
defensive score: 2.20408
13:44:49
SQ
defensive threshold: 2.93706
13:44:49
SQ
-> Behaviors to pick from:
Engage.Melee (88)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (88)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:44:49
SQ
-> Behavior picked: Engage.Melee (88)
13:44:49
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
13:44:51
SQ
* Bandit Raider: Reached engage destination
13:44:51
SQ
defensive score: 2.20408
13:44:51
SQ
defensive threshold: 2.93706
13:44:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:44:51
SQ
-> Behavior picked: Idle (1)
13:44:51
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:44:51
SQ
* ---------------------------------------------------
13:44:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:44:51
SQ
Turn started for Bandit Raider
13:44:51
SQ
*
13:44:51
SQ
* Bandit Raider: Starting turn.
13:44:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:44:51
SQ
defensive score: 2.20408
13:44:51
SQ
defensive threshold: 2.93706
13:44:52
SQ
-> Behaviors to pick from:
Engage.Melee (121.579)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (121.579)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:44:52
SQ
-> Behavior picked: Engage.Melee (121.579)
13:44:52
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
13:44:53
SQ
* Bandit Raider: Reached engage destination
13:44:53
SQ
defensive score: 2.20408
13:44:53
SQ
defensive threshold: 2.93706
13:44:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
13:44:53
SQ
-> Behavior picked: Idle (1)
13:44:53
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:44:53
SQ
* ---------------------------------------------------
13:44:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:44:54
SQ
Turn started for Bandit Raider
13:44:54
SQ
*
13:44:54
SQ
* Bandit Raider: Starting turn.
13:44:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:44:54
SQ
defensive score: 2.20408
13:44:54
SQ
defensive threshold: 2.93706
13:44:54
SQ
-> Behaviors to pick from:
Engage.Melee (55.5075)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (55.5075)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:44:54
SQ
-> Behavior picked: Engage.Melee (55.5075)
13:44:55
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
13:44:56
SQ
* Bandit Raider: Reached engage destination
13:44:56
SQ
defensive score: 2.20408
13:44:56
SQ
defensive threshold: 2.93706
13:44:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:44:56
SQ
-> Behavior picked: Idle (1)
13:44:56
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:44:56
SQ
* ---------------------------------------------------
13:44:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:44:56
SQ
Turn started for Bandit Raider
13:44:56
SQ
*
13:44:56
SQ
* Bandit Raider: Starting turn.
13:44:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:44:57
SQ
defensive score: 2.20408
13:44:57
SQ
defensive threshold: 2.93706
13:44:57
SQ
-> Behaviors to pick from:
Engage.Melee (135.294)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (135.294)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:44:57
SQ
-> Behavior picked: SwitchTo.Ranged (105)
13:44:57
SQ
* Bandit Raider: Switching to ranged weapon!
13:44:57
SQ
defensive score: 2.20408
13:44:57
SQ
defensive threshold: 2.93706
13:44:57
SQ
-> Behaviors to pick from:
Engage.Melee (116.071)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (116.071)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
13:44:57
SQ
-> Behavior picked: Engage.Melee (116.071)
13:44:57
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (not visible), accepted_distance=0
13:44:59
SQ
* Bandit Raider: Reached engage destination
13:45:00
SQ
defensive score: 2.20408
13:45:00
SQ
defensive threshold: 2.93706
13:45:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
13:45:00
SQ
-> Behavior picked: Idle (1)
13:45:00
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:45:00
SQ
* ---------------------------------------------------
13:45:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Butcher - Locked: true)
13:45:00
SQ
Turn started for The Butcher
13:45:00
SQ
*
13:45:00
SQ
* The Butcher: Starting turn.
13:45:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Butcher)
13:45:00
SQ
defensive score: 2.20408
13:45:00
SQ
defensive threshold: 2.93706
13:45:01
SQ
-> Behaviors to pick from:
Engage.Melee (156.75)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (156.75)(*), SwitchTo.Ranged (105)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
13:45:01
SQ
-> Behavior picked: Engage.Melee (156.75)
13:45:01
SQ
* The Butcher: Engaging to melee range with Bjarne (not visible), accepted_distance=0
13:45:02
SQ
* The Butcher: Reached engage destination
13:45:02
SQ
defensive score: 2.20408
13:45:02
SQ
defensive threshold: 2.93706
13:45:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
13:45:02
SQ
-> Behavior picked: Idle (1)
13:45:02
SQ
* The Butcher: Ending Turn with 3 of 9 AP left.
13:45:02
SQ
* ---------------------------------------------------
13:45:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:45:02
SQ
Turn started for Bandit Raider
13:45:02
SQ
*
13:45:02
SQ
* Bandit Raider: Starting turn.
13:45:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:45:03
SQ
defensive score: 2.20408
13:45:03
SQ
defensive threshold: 2.93706
13:45:03
SQ
-> Behaviors to pick from:
Engage.Melee (148.261)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (148.261)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:45:03
SQ
-> Behavior picked: Engage.Melee (148.261)
13:45:03
SQ
* Bandit Raider: Engaging to melee range with Bjarne (not visible), accepted_distance=0
13:45:04
SQ
* Bandit Raider: Reached engage destination
13:45:04
SQ
defensive score: 2.20408
13:45:04
SQ
defensive threshold: 2.93706
13:45:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:45:04
SQ
-> Behavior picked: Idle (1)
13:45:04
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:45:04
SQ
* ---------------------------------------------------
13:45:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:45:05
SQ
Turn started for Bandit Thug
13:45:05
SQ
*
13:45:05
SQ
* Bandit Thug: Starting turn.
13:45:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:45:05
SQ
defensive score: 2.20408
13:45:05
SQ
defensive threshold: 2.93706
13:45:05
SQ
-> Behaviors to pick from:
Engage.Melee (177.941)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (177.941)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
13:45:05
SQ
-> Behavior picked: Engage.Melee (177.941)
13:45:05
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
13:45:06
SQ
* Bandit Thug: Reached engage destination
13:45:06
SQ
defensive score: 2.20408
13:45:06
SQ
defensive threshold: 2.93706
13:45:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
13:45:06
SQ
-> Behavior picked: Idle (1)
13:45:06
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
13:45:06
SQ
* ---------------------------------------------------
13:45:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:45:07
SQ
Turn started for Thorismund Balduric
13:45:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:45:13
UI
equip item: 51042997
13:45:21
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Raider]
13:45:21
SQ
Thorismund Balduric uses skill Shoot Bolt
13:45:23
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
13:45:23
SQ
Thorismund Balduric uses skill Reload
13:45:23
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
13:45:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:45:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:45:30
SQ
[Svein] executes skill [Thrust] on target [Bandit Thug]
13:45:30
SQ
Svein uses skill Thrust
13:45:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:45:32
SQ
Turn started for Torleif
13:45:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:45:35
UI
equip item: 54613440
13:45:40
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
13:45:40
SQ
Torleif uses skill Quick Shot
13:45:42
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
13:45:42
SQ
Torleif uses skill Quick Shot
13:45:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:45:43
SQ
Turn started for Gothart
13:45:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:45:47
UI
equip item: 55947316
13:45:51
SQ
[Gothart] executes skill [Shoot Bolt] on target [Bandit Raider]
13:45:51
SQ
Gothart uses skill Shoot Bolt
13:45:53
SQ
[Gothart] executes skill [Reload] on target [Gothart]
13:45:53
SQ
Gothart uses skill Reload
13:45:53
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
13:45:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:45:53
SQ
Turn started for Gunnar the Hound
13:45:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:46:05
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:46:05
SQ
Gunnar the Hound uses skill Thrust
13:46:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:46:07
SQ
Turn started for Gerhard
13:46:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:46:13
SQ
[Gerhard] executes skill [Shieldwall] on target [Gerhard]
13:46:13
SQ
Gerhard uses skill Shieldwall
13:46:13
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
13:46:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:46:14
SQ
Turn started for Alfgeir
13:46:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:46:18
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Thug]
13:46:18
SQ
Alfgeir uses skill Thrust
13:46:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:46:21
SQ
Turn started for Bjarne
13:46:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:46:27
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:46:27
SQ
Bjarne uses skill Cleave
13:46:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:46:27
SQ
Turn started for Palaemon the Oldguard
13:46:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:46:30
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:46:30
SQ
Palaemon the Oldguard uses skill Slash
13:46:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:46:33
SQ
Turn started for Winrich
13:46:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:46:39
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
13:46:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:46:39
SQ
Turn started for Alantyr the Swift
13:46:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:46:44
UI
equip item: 51720767
13:46:50
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Raider]
13:46:50
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
13:46:51
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
13:46:51
SQ
Alantyr the Swift uses skill Reload
13:46:51
UI
ERROR: Failed to query entity skills data for entity (368965). Reason: Invalid result.
13:46:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:46:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:46:52
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (27.3908)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
Engage.Ranged (80)(*), Attack.Bow (27.3908)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
13:46:52
SQ
-> Behavior picked: Attack.Bow (27.3908)
13:46:52
SQ
* Bandit Marksman: Using Shoot Bolt against Bjarne!
13:46:52
SQ
Bandit Marksman uses skill Shoot Bolt
13:46:55
SQ
-> Behaviors to pick from:
Reload (97.6471)(*), Engage.Ranged (80)(*), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), Attack.Bow (0)
Reload (97.6471)(*), Engage.Ranged (80)(*), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), Attack.Bow (0)
13:46:55
SQ
-> Behavior picked: Reload (97.6471)
13:46:55
SQ
* Bandit Marksman: Reloading!
13:46:55
SQ
Bandit Marksman uses skill Reload
13:46:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Engage.Ranged (0), Roam (0), Retreat (0), Attack.Bow (0), Reload (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Default (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Engage.Ranged (0), Roam (0), Retreat (0), Attack.Bow (0), Reload (0)
13:46:55
SQ
-> Behavior picked: Idle (1)
13:46:55
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
13:46:55
SQ
* ---------------------------------------------------
13:46:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:46:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:46:56
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (27.3908)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
Engage.Ranged (80)(*), Attack.Bow (27.3908)(*), Idle (1), Retreat (0), Reload (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Roam (0), BreakFree (0)
13:46:56
SQ
-> Behavior picked: Engage.Ranged (80)
13:46:56
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Gothart (not visible)
13:46:57
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:46:57
SQ
-> Behaviors to pick from:
Attack.Bow (31.6808)(*), Idle (1), Reload (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), Engage.Ranged (0)
Attack.Bow (31.6808)(*), Idle (1), Reload (0), SwitchTo.Ranged (0), Defend.Rotation (0), SwitchTo.Melee (0), BreakFree (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), Engage.Ranged (0)
13:46:57
SQ
-> Behavior picked: Attack.Bow (31.6808)
13:46:57
SQ
* Bandit Marksman: Using Shoot Bolt against Bjarne!
13:46:57
SQ
Bandit Marksman uses skill Shoot Bolt
13:46:58
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:46:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), Engage.Ranged (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Attack.Bow (0)
13:46:58
SQ
-> Behavior picked: Idle (1)
13:46:58
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
13:46:58
SQ
* ---------------------------------------------------
13:46:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:46:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:47:00
SQ
INFO: Next round issued: 2
13:47:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:47:01
SQ
Turn started for Bandit Raider
13:47:01
SQ
*
13:47:01
SQ
* Bandit Raider: Starting turn.
13:47:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:47:01
SQ
-> Behaviors to pick from:
Attack.Default (28.3415)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
Attack.Default (28.3415)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
13:47:01
SQ
-> Behavior picked: Attack.Default (28.3415)
13:47:01
SQ
* Bandit Raider: Using Throw Javelin against Gunnar the Hound!
13:47:01
SQ
Bandit Raider uses skill Throw Javelin
13:47:03
SQ
-> Behaviors to pick from:
Attack.Default (27.9478)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
Attack.Default (27.9478)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
13:47:03
SQ
-> Behavior picked: Attack.Default (27.9478)
13:47:03
SQ
* Bandit Raider: Using Throw Javelin against Gunnar the Hound!
13:47:03
SQ
Bandit Raider uses skill Throw Javelin
13:47:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
13:47:04
SQ
-> Behavior picked: Idle (1)
13:47:04
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:47:04
SQ
* ---------------------------------------------------
13:47:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:47:04
SQ
Turn started for Bandit Marksman
13:47:04
SQ
*
13:47:04
SQ
* Bandit Marksman: Starting turn.
13:47:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:47:05
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:47:05
SQ
-> Behaviors to pick from:
Attack.Bow (12.5706)(*), Idle (1), Reload (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
Attack.Bow (12.5706)(*), Idle (1), Reload (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
13:47:05
SQ
-> Behavior picked: Attack.Bow (12.5706)
13:47:05
SQ
* Bandit Marksman: Using Quick Shot against Svein!
13:47:05
SQ
Bandit Marksman uses skill Quick Shot
13:47:06
SQ
-> Behaviors to pick from:
Attack.Bow (12.5021)(*), Idle (1), Flee (0), Defend.Rotation (0), Reload (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), Engage.Ranged (0)
Attack.Bow (12.5021)(*), Idle (1), Flee (0), Defend.Rotation (0), Reload (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), Engage.Ranged (0)
13:47:06
SQ
-> Behavior picked: Attack.Bow (12.5021)
13:47:06
SQ
* Bandit Marksman: Using Quick Shot against Svein!
13:47:06
SQ
Bandit Marksman uses skill Quick Shot
13:47:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Reload (0), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), Defend.Rotation (0), Attack.Bow (0)
Idle (1)(*), Flee (0), Retreat (0), Reload (0), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), Defend.Rotation (0), Attack.Bow (0)
13:47:07
SQ
-> Behavior picked: Idle (1)
13:47:07
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:47:07
SQ
* ---------------------------------------------------
13:47:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:47:07
SQ
Turn started for Bandit Raider
13:47:07
SQ
*
13:47:07
SQ
* Bandit Raider: Starting turn.
13:47:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:47:08
SQ
-> Behaviors to pick from:
Attack.Default (18.8561)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
Attack.Default (18.8561)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
13:47:08
SQ
-> Behavior picked: Attack.Default (18.8561)
13:47:08
SQ
* Bandit Raider: Using Throw Axe against Svein!
13:47:08
SQ
Bandit Raider uses skill Throw Axe
13:47:08
Resource
Loading: sounds/combat/throw_axe_03.wav
13:47:09
Resource
Unloading: sounds/combat/throw_axe_03.wav
13:47:10
SQ
-> Behaviors to pick from:
Attack.Default (18.7681)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
Attack.Default (18.7681)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0)
13:47:10
SQ
-> Behavior picked: Attack.Default (18.7681)
13:47:10
SQ
* Bandit Raider: Using Throw Axe against Svein!
13:47:10
SQ
Bandit Raider uses skill Throw Axe
13:47:10
Resource
Loading: sounds/combat/throw_axe_03.wav
13:47:10
Resource
Unloading: sounds/combat/throw_axe_03.wav
13:47:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Attack.Default (0)
13:47:11
SQ
-> Behavior picked: Idle (1)
13:47:11
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:47:11
SQ
* ---------------------------------------------------
13:47:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:47:11
SQ
Turn started for Bandit Raider
13:47:11
SQ
*
13:47:11
SQ
* Bandit Raider: Starting turn.
13:47:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:47:12
SQ
-> Behaviors to pick from:
Defend.Shieldwall (35.1651)(*), Attack.Default (21.9686)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
Defend.Shieldwall (35.1651)(*), Attack.Default (21.9686)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0)
13:47:12
SQ
-> Behavior picked: Attack.Default (21.9686)
13:47:12
SQ
* Bandit Raider: Using Throw Axe against Bjarne!
13:47:12
SQ
Bandit Raider uses skill Throw Axe
13:47:12
Resource
Loading: sounds/combat/throw_axe_02.wav
13:47:12
Resource
Unloading: sounds/combat/throw_axe_02.wav
13:47:13
SQ
-> Behaviors to pick from:
Defend.Shieldwall (34.7802)(*), Attack.Default (21.8413)(*), Idle (1), Attack.Puncture (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Riposte (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Split (0)
Defend.Shieldwall (34.7802)(*), Attack.Default (21.8413)(*), Idle (1), Attack.Puncture (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Riposte (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Split (0)
13:47:13
SQ
-> Behavior picked: Defend.Shieldwall (34.7802)
13:47:13
SQ
* Bandit Raider: Using Shieldwall!
13:47:13
SQ
Bandit Raider uses skill Shieldwall
13:47:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Split (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0), Retreat (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Split (0), Defend.Shieldwall (0)
13:47:13
SQ
-> Behavior picked: Idle (1)
13:47:14
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:47:14
SQ
* ---------------------------------------------------
13:47:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:47:14
SQ
Turn started for Bandit Raider
13:47:14
SQ
*
13:47:14
SQ
* Bandit Raider: Starting turn.
13:47:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:47:14
SQ
-> Behaviors to pick from:
Defend.Shieldwall (56.1553)(*), Attack.Default (44.6073)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (56.1553)(*), Attack.Default (44.6073)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
13:47:14
SQ
-> Behavior picked: Attack.Default (44.6073)
13:47:15
SQ
* Bandit Raider: Using Slash against Palaemon the Oldguard!
13:47:15
SQ
Bandit Raider uses skill Slash
13:47:15
SQ
-> Behaviors to pick from:
Defend.Shieldwall (55.7419)(*), Attack.Default (44.5792)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
Defend.Shieldwall (55.7419)(*), Attack.Default (44.5792)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
13:47:15
SQ
-> Behavior picked: Attack.Default (44.5792)
13:47:16
SQ
* Bandit Raider: Using Slash against Palaemon the Oldguard!
13:47:16
SQ
Bandit Raider uses skill Slash
13:47:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Defend.Shieldwall (0)
13:47:16
SQ
-> Behavior picked: Idle (1)
13:47:16
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:47:16
SQ
* ---------------------------------------------------
13:47:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:47:16
SQ
Turn started for Bandit Raider
13:47:16
SQ
*
13:47:16
SQ
* Bandit Raider: Starting turn.
13:47:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:47:17
SQ
-> Behaviors to pick from:
Defend.Knockback (61.3448)(*), Defend.Shieldwall (50.6958)(*), Attack.Default (31.8876)(*), Idle (1), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0)
Defend.Knockback (61.3448)(*), Defend.Shieldwall (50.6958)(*), Attack.Default (31.8876)(*), Idle (1), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Riposte (0), Defend (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0)
13:47:17
SQ
-> Behavior picked: Attack.Default (31.8876)
13:47:18
SQ
* Bandit Raider: Using Thrust against Gerhard!
13:47:18
SQ
Bandit Raider uses skill Thrust
13:47:20
SQ
-> Behaviors to pick from:
Defend.Shieldwall (50.3226)(*), Attack.Default (31.8675)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Rotation (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Knockback (0)
Defend.Shieldwall (50.3226)(*), Attack.Default (31.8675)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Rotation (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Knockback (0)
13:47:20
SQ
-> Behavior picked: Defend.Shieldwall (50.3226)
13:47:20
SQ
* Bandit Raider: Using Shieldwall!
13:47:20
SQ
Bandit Raider uses skill Shieldwall
13:47:20
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Knockback (0), Defend.Shieldwall (0)
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Knockback (0), Defend.Shieldwall (0)
13:47:20
SQ
-> Behavior picked: Idle (1)
13:47:20
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:47:20
SQ
* ---------------------------------------------------
13:47:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Butcher - Locked: true)
13:47:21
SQ
Turn started for The Butcher
13:47:21
SQ
*
13:47:21
SQ
* The Butcher: Starting turn.
13:47:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Butcher)
13:47:21
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (217.728)(*), Engage.Melee (171.302)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
SwitchTo.Ranged (217.728)(*), Engage.Melee (171.302)(*), Idle (1), Attack.CrushArmor (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0)
13:47:21
SQ
-> Behavior picked: Engage.Melee (171.302)
13:47:22
SQ
* The Butcher: Engaging to melee range with Winrich (visible), accepted_distance=0
13:47:23
SQ
* The Butcher: Reached engage destination
13:47:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
Idle (1)(*), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0)
13:47:23
SQ
-> Behavior picked: Idle (1)
13:47:23
SQ
* The Butcher: Ending Turn with 3 of 9 AP left.
13:47:23
SQ
* ---------------------------------------------------
13:47:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:47:23
SQ
Turn started for Ragnar the Blade
13:47:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:47:29
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
13:47:29
SQ
Ragnar the Blade uses skill Quick Shot
13:47:31
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
13:47:31
SQ
Ragnar the Blade uses skill Quick Shot
13:47:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:47:32
SQ
Turn started for Bandit Raider
13:47:32
SQ
*
13:47:32
SQ
* Bandit Raider: Starting turn.
13:47:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:47:32
SQ
-> Behaviors to pick from:
Defend.Shieldwall (68.45)(*), Attack.Default (47.0516)(*), Defend.Riposte (43.2061)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Shieldwall (68.45)(*), Attack.Default (47.0516)(*), Defend.Riposte (43.2061)(*), Idle (1), Attack.Split (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
13:47:32
SQ
-> Behavior picked: Attack.Default (47.0516)
13:47:32
SQ
* Bandit Raider: Using Slash against Bjarne!
13:47:32
SQ
Bandit Raider uses skill Slash
13:47:33
SQ
-> Behaviors to pick from:
Defend.Shieldwall (67.9566)(*), Attack.Default (47.0225)(*), Defend.Riposte (42.7387)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0)
Defend.Shieldwall (67.9566)(*), Attack.Default (47.0225)(*), Defend.Riposte (42.7387)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0)
13:47:33
SQ
-> Behavior picked: Defend.Shieldwall (67.9566)
13:47:33
SQ
* Bandit Raider: Using Shieldwall!
13:47:33
SQ
Bandit Raider uses skill Shieldwall
13:47:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Shieldwall (0)
Idle (1)(*), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Retreat (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Shieldwall (0)
13:47:33
SQ
-> Behavior picked: Idle (1)
13:47:34
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:47:34
SQ
* ---------------------------------------------------
13:47:34
UI
ERROR: Failed to update entity. Reason: Entity id: 3023621 not found.
13:47:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:47:34
SQ
Turn started for Bandit Thug
13:47:34
SQ
*
13:47:34
SQ
* Bandit Thug: Starting turn.
13:47:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:47:35
SQ
-> Behaviors to pick from:
Engage.Melee (172.5)(*), Defend.Shieldwall (16.9219), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (172.5)(*), Defend.Shieldwall (16.9219), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
13:47:35
SQ
-> Behavior picked: Engage.Melee (172.5)
13:47:35
SQ
* Bandit Thug: Engaging to melee range with Bjarne (visible), accepted_distance=0
13:47:36
SQ
* Bandit Thug: Reached engage destination
13:47:36
SQ
-> Behaviors to pick from:
Attack.Puncture (53.0644)(*), Defend.Shieldwall (48.2986)(*), Attack.Default (35.7576)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0)
Attack.Puncture (53.0644)(*), Defend.Shieldwall (48.2986)(*), Attack.Default (35.7576)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0)
13:47:36
SQ
-> Behavior picked: Defend.Shieldwall (48.2986)
13:47:37
SQ
* Bandit Thug: Using Shieldwall!
13:47:37
SQ
Bandit Thug uses skill Shieldwall
13:47:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Roam (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0)
Idle (1)(*), Attack.Default (0), Attack.Decapitate (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Roam (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0)
13:47:37
SQ
-> Behavior picked: Idle (1)
13:47:37
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
13:47:37
SQ
* ---------------------------------------------------
13:47:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:47:37
SQ
Turn started for Svein
13:47:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:47:40
SQ
[Svein] executes skill [Thrust] on target [Bandit Thug]
13:47:40
SQ
Svein uses skill Thrust
13:47:42
SQ
[Svein] executes skill [Thrust] on target [Bandit Thug]
13:47:42
SQ
Svein uses skill Thrust
13:47:42
SQ
Bandit Thug has died.
13:47:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:47:43
SQ
Turn started for Bandit Marksman
13:47:43
SQ
*
13:47:43
SQ
* Bandit Marksman: Starting turn.
13:47:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:47:43
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:47:43
SQ
-> Behaviors to pick from:
Reload (97.6699)(*), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0)
Reload (97.6699)(*), Idle (1), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Bow (0), Attack.Default (0), Defend.Rotation (0)
13:47:43
SQ
-> Behavior picked: Reload (97.6699)
13:47:43
SQ
* Bandit Marksman: Reloading!
13:47:43
SQ
Bandit Marksman uses skill Reload
13:47:44
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:47:44
SQ
-> Behaviors to pick from:
Attack.Bow (62.3691)(*), Idle (1), BreakFree (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Reload (0)
Attack.Bow (62.3691)(*), Idle (1), BreakFree (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Reload (0)
13:47:44
SQ
-> Behavior picked: Attack.Bow (62.3691)
13:47:44
SQ
* Bandit Marksman: Using Shoot Bolt against Gothart!
13:47:44
SQ
Bandit Marksman uses skill Shoot Bolt
13:47:45
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Flee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Default (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0)
13:47:45
SQ
-> Behavior picked: Idle (1)
13:47:45
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
13:47:45
SQ
* ---------------------------------------------------
13:47:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:47:46
SQ
Turn started for Bandit Raider
13:47:46
SQ
*
13:47:46
SQ
* Bandit Raider: Starting turn.
13:47:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:47:46
SQ
-> Behaviors to pick from:
Attack.Default (65.3315)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Default (65.3315)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
13:47:46
SQ
-> Behavior picked: Attack.Default (65.3315)
13:47:46
SQ
* Bandit Raider: Using Impale against Palaemon the Oldguard!
13:47:46
SQ
Bandit Raider uses skill Impale
13:47:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Default (0)
13:47:47
SQ
-> Behavior picked: Idle (1)
13:47:47
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
13:47:47
SQ
* ---------------------------------------------------
13:47:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:47:47
SQ
Turn started for Bandit Raider
13:47:47
SQ
*
13:47:47
SQ
* Bandit Raider: Starting turn.
13:47:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:47:48
SQ
-> Behaviors to pick from:
Engage.Melee (95.5165)(*), Defend.Shieldwall (11.8346), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (95.5165)(*), Defend.Shieldwall (11.8346), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
13:47:48
SQ
-> Behavior picked: Engage.Melee (95.5165)
13:47:48
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
13:47:49
SQ
* Bandit Raider: Reached engage destination
13:47:49
SQ
-> Behaviors to pick from:
Defend.Shieldwall (62.2127)(*), Attack.SplitShield (55.8806)(*), Attack.Default (45.0442)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
Defend.Shieldwall (62.2127)(*), Attack.SplitShield (55.8806)(*), Attack.Default (45.0442)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
13:47:49
SQ
-> Behavior picked: Defend.Shieldwall (62.2127)
13:47:50
SQ
* Bandit Raider: Using Shieldwall!
13:47:50
SQ
Bandit Raider uses skill Shieldwall
13:47:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Decapitate (0), BreakFree (0), Attack.Puncture (0), Defend.Knockback (0), Roam (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.Default (0), Attack.Decapitate (0), BreakFree (0), Attack.Puncture (0), Defend.Knockback (0), Roam (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Shieldwall (0)
13:47:50
SQ
-> Behavior picked: Idle (1)
13:47:50
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:47:50
SQ
* ---------------------------------------------------
13:47:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:47:50
SQ
Turn started for Thorismund Balduric
13:47:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:47:55
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Raider]
13:47:55
SQ
Thorismund Balduric uses skill Shoot Bolt
13:47:56
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
13:47:56
SQ
Thorismund Balduric uses skill Reload
13:47:56
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
13:47:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:47:57
SQ
Turn started for Bandit Marksman
13:47:57
SQ
*
13:47:57
SQ
* Bandit Marksman: Starting turn.
13:47:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:47:57
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (17.4294), Idle (1), Flee (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0), Roam (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0)
Engage.Ranged (80)(*), Attack.Bow (17.4294), Idle (1), Flee (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0), Roam (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0)
13:47:57
SQ
-> Behavior picked: Engage.Ranged (80)
13:47:57
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Gothart (not visible)
13:47:57
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:47:57
SQ
-> Behaviors to pick from:
Attack.Bow (67.2885)(*), Idle (1), Defend (0), Reload (0), SwitchTo.Melee (0), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.Default (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0)
Attack.Bow (67.2885)(*), Idle (1), Defend (0), Reload (0), SwitchTo.Melee (0), Retreat (0), Defend.Rotation (0), Engage.Melee (0), Attack.Default (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0)
13:47:57
SQ
-> Behavior picked: Attack.Bow (67.2885)
13:47:58
SQ
* Bandit Marksman: Using Shoot Bolt against Gothart!
13:47:58
SQ
Bandit Marksman uses skill Shoot Bolt
13:48:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Engage.Ranged (0), Engage.Melee (0), Attack.Default (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Defend (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Engage.Ranged (0), Engage.Melee (0), Attack.Default (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Attack.Bow (0)
13:48:00
SQ
-> Behavior picked: Idle (1)
13:48:00
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:48:00
SQ
* ---------------------------------------------------
13:48:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:48:00
SQ
Turn started for Gunnar the Hound
13:48:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:48:03
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:48:03
SQ
Gunnar the Hound uses skill Thrust
13:48:04
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:48:04
SQ
Gunnar the Hound uses skill Thrust
13:48:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:48:04
SQ
Turn started for Alfgeir
13:48:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:48:08
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
13:48:08
SQ
Alfgeir uses skill Thrust
13:48:10
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
13:48:10
SQ
Alfgeir uses skill Thrust
13:48:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:48:10
SQ
Turn started for Gothart
13:48:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:48:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:48:14
SQ
Turn started for Palaemon the Oldguard
13:48:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:48:17
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:48:17
SQ
Palaemon the Oldguard uses skill Slash
13:48:17
SQ
Bandit Raider has died.
13:48:19
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:48:19
SQ
Palaemon the Oldguard uses skill Slash
13:48:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:48:19
SQ
Turn started for Torleif
13:48:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:48:24
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
13:48:24
SQ
Torleif uses skill Quick Shot
13:48:24
SQ
Bandit Raider has died.
13:48:27
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
13:48:27
SQ
Torleif uses skill Quick Shot
13:48:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:48:28
SQ
Turn started for Winrich
13:48:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:48:31
SQ
[Winrich] executes skill [Slash] on target [The Butcher]
13:48:31
SQ
Winrich uses skill Slash
13:48:34
SQ
[Winrich] executes skill [Slash] on target [The Butcher]
13:48:34
SQ
Winrich uses skill Slash
13:48:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:48:34
SQ
Turn started for Bjarne
13:48:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:48:40
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Thug]
13:48:40
SQ
Bjarne uses skill Cleave
13:48:42
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:48:42
SQ
Bjarne uses skill Cleave
13:48:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:48:43
SQ
Turn started for Gerhard
13:48:43
SQ
Skill [Shieldwall] removed from [Gerhard].
13:48:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:48:47
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:48:47
SQ
Gerhard uses skill Thrust
13:48:48
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:48:48
SQ
Gerhard uses skill Thrust
13:48:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:48:48
SQ
Turn started for Alantyr the Swift
13:48:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:49:07
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Marksman]
13:49:07
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
13:49:09
SQ
INFO: Next round issued: 3
13:49:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:49:10
SQ
Turn started for Bandit Marksman
13:49:10
SQ
*
13:49:10
SQ
* Bandit Marksman: Starting turn.
13:49:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:49:10
SQ
-> Behaviors to pick from:
Reload (97.7143)(*), Engage.Ranged (80)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0)
Reload (97.7143)(*), Engage.Ranged (80)(*), Idle (1), Retreat (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0)
13:49:10
SQ
-> Behavior picked: Engage.Ranged (80)
13:49:10
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Thorismund Balduric (visible)
13:49:10
SQ
Skill [Hidden] removed from [Bandit Marksman].
13:49:11
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:49:11
SQ
-> Behaviors to pick from:
Reload (97.6238)(*), Idle (1), SwitchTo.Ranged (0), Attack.Bow (0), Defend.Rotation (0), Flee (0), Defend (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Retreat (0), Engage.Ranged (0)
Reload (97.6238)(*), Idle (1), SwitchTo.Ranged (0), Attack.Bow (0), Defend.Rotation (0), Flee (0), Defend (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Retreat (0), Engage.Ranged (0)
13:49:11
SQ
-> Behavior picked: Reload (97.6238)
13:49:11
SQ
* Bandit Marksman: Reloading!
13:49:11
SQ
Bandit Marksman uses skill Reload
13:49:11
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Flee (0), Engage.Ranged (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Retreat (0), Attack.Bow (0), Reload (0)
Idle (1)(*), SwitchTo.Ranged (0), Defend (0), Defend.Rotation (0), Flee (0), Engage.Ranged (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), Retreat (0), Attack.Bow (0), Reload (0)
13:49:11
SQ
-> Behavior picked: Idle (1)
13:49:11
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
13:49:11
SQ
* ---------------------------------------------------
13:49:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:49:12
SQ
Turn started for Bandit Marksman
13:49:12
SQ
*
13:49:12
SQ
* Bandit Marksman: Starting turn.
13:49:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:49:12
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:49:12
SQ
-> Behaviors to pick from:
Attack.Bow (61.4609)(*), Idle (1), Roam (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Flee (0)
Attack.Bow (61.4609)(*), Idle (1), Roam (0), Engage.Ranged (0), Retreat (0), Attack.Default (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Flee (0)
13:49:12
SQ
-> Behavior picked: Attack.Bow (61.4609)
13:49:12
SQ
* Bandit Marksman: Using Aimed Shot against Alantyr the Swift!
13:49:12
SQ
Bandit Marksman uses skill Aimed Shot
13:49:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Rotation (0), Retreat (0), Attack.Default (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Roam (0), Defend.Rotation (0), Retreat (0), Attack.Default (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0), Attack.Bow (0)
13:49:14
SQ
-> Behavior picked: Idle (1)
13:49:14
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:49:14
SQ
* ---------------------------------------------------
13:49:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:49:15
SQ
Turn started for Bandit Marksman
13:49:15
SQ
*
13:49:15
SQ
* Bandit Marksman: Starting turn.
13:49:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:49:15
SQ
-> Behaviors to pick from:
Reload (97.551)(*), Engage.Ranged (80)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Bow (0), Flee (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0)
Reload (97.551)(*), Engage.Ranged (80)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Defend.Rotation (0), Engage.Melee (0), Roam (0), Defend (0), Attack.Puncture (0), Attack.Bow (0), Flee (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0)
13:49:15
SQ
-> Behavior picked: Engage.Ranged (80)
13:49:15
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Thorismund Balduric (not visible)
13:49:16
SQ
-> Behaviors to pick from:
Reload (97.4468)(*), Engage.Ranged (80)(*), Idle (1), Attack.Default (0), Flee (0), Defend.Rotation (0), Retreat (0), Defend (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Melee (0), Engage.Melee (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0)
Reload (97.4468)(*), Engage.Ranged (80)(*), Idle (1), Attack.Default (0), Flee (0), Defend.Rotation (0), Retreat (0), Defend (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Melee (0), Engage.Melee (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0)
13:49:16
SQ
-> Behavior picked: Reload (97.4468)
13:49:16
SQ
* Bandit Marksman: Reloading!
13:49:16
SQ
Bandit Marksman uses skill Reload
13:49:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Retreat (0), Flee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Reload (0)
Idle (1)(*), Defend.Rotation (0), Retreat (0), Flee (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Attack.Bow (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Reload (0)
13:49:16
SQ
-> Behavior picked: Idle (1)
13:49:16
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
13:49:16
SQ
* ---------------------------------------------------
13:49:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Butcher - Locked: true)
13:49:17
SQ
Turn started for The Butcher
13:49:17
SQ
*
13:49:17
SQ
* The Butcher: Starting turn.
13:49:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Butcher)
13:49:17
SQ
-> Behaviors to pick from:
Attack.Default (67.1955)(*), Defend.Shieldwall (56.9048)(*), Idle (1), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Spearwall (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0)
Attack.Default (67.1955)(*), Defend.Shieldwall (56.9048)(*), Idle (1), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Spearwall (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0)
13:49:17
SQ
-> Behavior picked: Attack.Default (67.1955)
13:49:18
SQ
* The Butcher: Using Thrust against Winrich!
13:49:18
SQ
The Butcher uses skill Thrust
13:49:18
SQ
-> Behaviors to pick from:
Attack.Default (67.1955)(*), Defend.Shieldwall (56.7778)(*), Idle (1), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.KnockOut (0)
Attack.Default (67.1955)(*), Defend.Shieldwall (56.7778)(*), Idle (1), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Rotation (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.KnockOut (0)
13:49:18
SQ
-> Behavior picked: Defend.Shieldwall (56.7778)
13:49:19
SQ
* The Butcher: Using Shieldwall!
13:49:19
SQ
The Butcher uses skill Shieldwall
13:49:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.KnockOut (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Defend.Shieldwall (0), Attack.Swing (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.KnockOut (0), Attack.Default (0)
13:49:19
SQ
-> Behavior picked: Idle (1)
13:49:19
SQ
* The Butcher: Ending Turn with 1 of 9 AP left.
13:49:19
SQ
* ---------------------------------------------------
13:49:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:49:19
SQ
Turn started for Bandit Raider
13:49:19
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:49:19
SQ
*
13:49:19
SQ
* Bandit Raider: Starting turn.
13:49:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:49:20
SQ
-> Behaviors to pick from:
Defend.Shieldwall (54.1936)(*), Attack.Default (46.0753)(*), Idle (1), Defend.Rotation (0), Attack.Swing (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0)
Defend.Shieldwall (54.1936)(*), Attack.Default (46.0753)(*), Idle (1), Defend.Rotation (0), Attack.Swing (0), Attack.Puncture (0), Defend (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0)
13:49:20
SQ
-> Behavior picked: Defend.Shieldwall (54.1936)
13:49:20
SQ
* Bandit Raider: Using Shieldwall!
13:49:20
SQ
Bandit Raider uses skill Shieldwall
13:49:20
SQ
-> Behaviors to pick from:
Attack.Default (45.9933)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), BreakFree (0), Attack.Decapitate (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0)
Attack.Default (45.9933)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), BreakFree (0), Attack.Decapitate (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0)
13:49:20
SQ
-> Behavior picked: Attack.Default (45.9933)
13:49:21
SQ
* Bandit Raider: Using Thrust against Gerhard!
13:49:21
SQ
Bandit Raider uses skill Thrust
13:49:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Defend.Rotation (0), Flee (0), Defend.Knockback (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), BreakFree (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Defend.Rotation (0), Flee (0), Defend.Knockback (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), BreakFree (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Default (0)
13:49:21
SQ
-> Behavior picked: Idle (1)
13:49:21
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:49:21
SQ
* ---------------------------------------------------
13:49:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:49:22
SQ
Turn started for Bandit Raider
13:49:22
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:49:22
SQ
*
13:49:22
SQ
* Bandit Raider: Starting turn.
13:49:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:49:22
SQ
-> Behaviors to pick from:
Attack.Default (21.8413)(*), Idle (1), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0)
Attack.Default (21.8413)(*), Idle (1), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0)
13:49:22
SQ
-> Behavior picked: Attack.Default (21.8413)
13:49:23
SQ
* Bandit Raider: Using Throw Axe against Bjarne!
13:49:23
SQ
Bandit Raider uses skill Throw Axe
13:49:23
Resource
Loading: sounds/combat/throw_axe_03.wav
13:49:23
Resource
Unloading: sounds/combat/throw_axe_03.wav
13:49:24
SQ
-> Behaviors to pick from:
Attack.Default (21.6637)(*), Idle (1), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Flee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0)
Attack.Default (21.6637)(*), Idle (1), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Flee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0)
13:49:24
SQ
-> Behavior picked: Attack.Default (21.6637)
13:49:24
SQ
* Bandit Raider: Using Throw Axe against Bjarne!
13:49:24
SQ
Bandit Raider uses skill Throw Axe
13:49:24
Resource
Loading: sounds/combat/throw_axe_02.wav
13:49:24
Resource
Unloading: sounds/combat/throw_axe_02.wav
13:49:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Retreat (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Default (0)
13:49:25
SQ
-> Behavior picked: Idle (1)
13:49:25
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:49:25
SQ
* ---------------------------------------------------
13:49:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:49:25
SQ
Turn started for Ragnar the Blade
13:49:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:49:27
Resource
Loading: music/bandits_01.music
13:49:27
Resource
Unloading: music/bandits_02.music
13:49:30
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Raider]
13:49:30
SQ
Ragnar the Blade uses skill Quick Shot
13:49:30
SQ
Bandit Raider has died.
13:49:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
13:49:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:49:32
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
13:49:32
SQ
Ragnar the Blade uses skill Quick Shot
13:49:34
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Bandit Marksman]
13:49:34
SQ
Ragnar the Blade uses skill Quick Shot
13:49:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:49:35
SQ
Turn started for Svein
13:49:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:49:46
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
13:49:46
SQ
Svein uses skill Thrust
13:49:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:49:49
SQ
Turn started for Bandit Raider
13:49:49
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:49:49
SQ
*
13:49:49
SQ
* Bandit Raider: Starting turn.
13:49:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:49:49
SQ
-> Behaviors to pick from:
Defend.Shieldwall (65.5755)(*), Attack.Default (48.5228)(*), Attack.SplitShield (45.1431)(*), Idle (1), Attack.Puncture (0), Defend (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0)
Defend.Shieldwall (65.5755)(*), Attack.Default (48.5228)(*), Attack.SplitShield (45.1431)(*), Idle (1), Attack.Puncture (0), Defend (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0)
13:49:49
SQ
-> Behavior picked: Attack.SplitShield (45.1431)
13:49:50
SQ
* Bandit Raider: Using Split Shield against Gunnar the Hound!
13:49:50
SQ
Bandit Raider uses skill Split Shield
13:49:50
SQ
-> Behaviors to pick from:
Defend.Shieldwall (64.0531)(*), Attack.SplitShield (62.2898)(*), Attack.Default (48.133)(*), Idle (1), Attack.Puncture (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Attack.CrushArmor (0)
Defend.Shieldwall (64.0531)(*), Attack.SplitShield (62.2898)(*), Attack.Default (48.133)(*), Idle (1), Attack.Puncture (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Attack.CrushArmor (0)
13:49:50
SQ
-> Behavior picked: Defend.Shieldwall (64.0531)
13:49:51
SQ
* Bandit Raider: Using Shieldwall!
13:49:51
SQ
Bandit Raider uses skill Shieldwall
13:49:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Defend.Knockback (0), Defend (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.Default (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Defend.Knockback (0), Defend (0), Attack.Swing (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
13:49:51
SQ
-> Behavior picked: Idle (1)
13:49:51
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:49:51
SQ
* ---------------------------------------------------
13:49:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:49:51
SQ
Turn started for Bandit Raider
13:49:51
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:49:51
SQ
*
13:49:51
SQ
* Bandit Raider: Starting turn.
13:49:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:49:52
SQ
-> Behaviors to pick from:
Defend.Shieldwall (131.604)(*), Defend.Riposte (44.1315)(*), Attack.Default (43.4546)(*), Idle (1), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Retreat (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0)
Defend.Shieldwall (131.604)(*), Defend.Riposte (44.1315)(*), Attack.Default (43.4546)(*), Idle (1), Attack.CrushArmor (0), Defend (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Retreat (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0)
13:49:52
SQ
-> Behavior picked: Defend.Shieldwall (131.604)
13:49:52
SQ
* Bandit Raider: Using Shieldwall!
13:49:52
SQ
Bandit Raider uses skill Shieldwall
13:49:52
SQ
-> Behaviors to pick from:
Defend.Riposte (53.2311)(*), Attack.Default (43.3691)(*), Idle (1), Attack.CrushArmor (0), Retreat (0), Defend (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0)
Defend.Riposte (53.2311)(*), Attack.Default (43.3691)(*), Idle (1), Attack.CrushArmor (0), Retreat (0), Defend (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0)
13:49:52
SQ
-> Behavior picked: Attack.Default (43.3691)
13:49:53
SQ
* Bandit Raider: Using Slash against Bjarne!
13:49:53
SQ
Bandit Raider uses skill Slash
13:49:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Swing (0), Retreat (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Riposte (0)
Idle (1)(*), Defend (0), Attack.Swing (0), Retreat (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Shieldwall (0), Defend.Riposte (0)
13:49:53
SQ
-> Behavior picked: Idle (1)
13:49:53
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:49:53
SQ
* ---------------------------------------------------
13:49:53
SQ
Skill [Bleeding] removed from [Bandit Raider].
13:49:53
UI
ERROR: Failed to update entity. Reason: Entity id: 3023621 not found.
13:49:53
UI
ERROR: Failed to update entity. Reason: Entity id: 3023621 not found.
13:49:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:49:54
SQ
Turn started for Bandit Raider
13:49:54
SQ
*
13:49:54
SQ
* Bandit Raider: Starting turn.
13:49:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:49:54
SQ
-> Behaviors to pick from:
Defend.Shieldwall (172.3)(*), Defend.Riposte (101.37)(*), Attack.Default (44.3075)(*), Idle (1), Attack.KnockOut (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0)
Defend.Shieldwall (172.3)(*), Defend.Riposte (101.37)(*), Attack.Default (44.3075)(*), Idle (1), Attack.KnockOut (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0)
13:49:54
SQ
-> Behavior picked: Defend.Shieldwall (172.3)
13:49:55
SQ
* Bandit Raider: Using Shieldwall!
13:49:55
SQ
Bandit Raider uses skill Shieldwall
13:49:55
SQ
-> Behaviors to pick from:
Defend.Riposte (121.451)(*), Attack.Default (44.2051)(*), Idle (1), Attack.KnockOut (0), Defend.Knockback (0), Attack.Split (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), BreakFree (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Defend.Riposte (121.451)(*), Attack.Default (44.2051)(*), Idle (1), Attack.KnockOut (0), Defend.Knockback (0), Attack.Split (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), BreakFree (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
13:49:55
SQ
-> Behavior picked: Defend.Riposte (121.451)
13:49:56
SQ
* Bandit Raider: Using Riposte!
13:49:56
SQ
Bandit Raider uses skill Riposte
13:49:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), BreakFree (0), Attack.Default (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Riposte (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), BreakFree (0), Attack.Default (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Riposte (0)
13:49:56
SQ
-> Behavior picked: Idle (1)
13:49:56
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:49:56
SQ
* ---------------------------------------------------
13:49:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:49:56
SQ
Turn started for Thorismund Balduric
13:49:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:50:03
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Marksman]
13:50:03
SQ
Thorismund Balduric uses skill Shoot Bolt
13:50:03
SQ
Bandit Marksman has died.
13:50:04
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
13:50:04
SQ
Thorismund Balduric uses skill Reload
13:50:04
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
13:50:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:50:05
SQ
Turn started for Gunnar the Hound
13:50:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:50:08
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:50:08
SQ
Gunnar the Hound uses skill Thrust
13:50:09
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
13:50:09
SQ
Gunnar the Hound uses skill Thrust
13:50:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Thug - Locked: true)
13:50:09
SQ
Turn started for Bandit Thug
13:50:09
SQ
Skill [Shieldwall] removed from [Bandit Thug].
13:50:09
SQ
*
13:50:09
SQ
* Bandit Thug: Starting turn.
13:50:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Thug)
13:50:10
SQ
-> Behaviors to pick from:
Defend.Shieldwall (53.195)(*), Attack.Puncture (52.0246)(*), Attack.Default (35.6098)(*), Idle (1), Retreat (0), Defend (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0)
Defend.Shieldwall (53.195)(*), Attack.Puncture (52.0246)(*), Attack.Default (35.6098)(*), Idle (1), Retreat (0), Defend (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0)
13:50:10
SQ
-> Behavior picked: Defend.Shieldwall (53.195)
13:50:10
SQ
* Bandit Thug: Using Shieldwall!
13:50:10
SQ
Bandit Thug uses skill Shieldwall
13:50:10
SQ
-> Behaviors to pick from:
Attack.Puncture (48.4594)(*), Attack.Default (35.1027)(*), Idle (1), Retreat (0), Defend.Riposte (0), Defend (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Defend.Shieldwall (0)
Attack.Puncture (48.4594)(*), Attack.Default (35.1027)(*), Idle (1), Retreat (0), Defend.Riposte (0), Defend (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Defend.Shieldwall (0)
13:50:10
SQ
-> Behavior picked: Attack.Puncture (48.4594)
13:50:11
SQ
* Bandit Thug: Using Puncture against Bjarne!
13:50:11
SQ
Bandit Thug uses skill Puncture
13:50:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Swing (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Defend.Shieldwall (0), Attack.Puncture (0)
Idle (1)(*), Defend (0), Attack.Swing (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), BreakFree (0), Defend.Shieldwall (0), Attack.Puncture (0)
13:50:11
SQ
-> Behavior picked: Idle (1)
13:50:12
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
13:50:12
SQ
* ---------------------------------------------------
13:50:12
UI
ERROR: Failed to update entity. Reason: Entity id: 3023625 not found.
13:50:12
UI
ERROR: Failed to update entity. Reason: Entity id: 3023625 not found.
13:50:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:50:12
SQ
Turn started for Alfgeir
13:50:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:50:15
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
13:50:15
SQ
Alfgeir uses skill Thrust
13:50:16
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
13:50:16
SQ
Alfgeir uses skill Thrust
13:50:16
SQ
Bandit Raider has died.
13:50:16
SQ
Skill [Riposte] removed from [Bandit Raider].
13:50:16
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:50:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:50:17
SQ
Turn started for Gothart
13:50:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:50:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:50:28
SQ
Turn started for Alantyr the Swift
13:50:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:50:31
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
13:50:31
SQ
Alantyr the Swift uses skill Reload
13:50:36
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Marksman]
13:50:36
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:37
SQ
TurnSequenceBar::initNextTurn -> next turn denied
13:50:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:50:38
SQ
Turn started for Palaemon the Oldguard
13:50:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:50:47
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
13:50:47
SQ
Palaemon the Oldguard uses skill Slash
13:50:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:50:50
SQ
Turn started for Gerhard
13:50:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:50:56
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:50:56
SQ
Gerhard uses skill Thrust
13:50:58
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:50:58
SQ
Gerhard uses skill Thrust
13:50:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:50:58
SQ
Turn started for Winrich
13:50:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:51:01
SQ
[Winrich] executes skill [Slash] on target [The Butcher]
13:51:01
SQ
Winrich uses skill Slash
13:51:02
SQ
[Winrich] executes skill [Slash] on target [The Butcher]
13:51:02
SQ
Winrich uses skill Slash
13:51:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:51:03
SQ
Turn started for Torleif
13:51:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:51:12
UI
equip item: 55146599
13:51:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:51:19
SQ
Turn started for Bjarne
13:51:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:51:24
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Thug]
13:51:24
SQ
Bjarne uses skill Cleave
13:51:26
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Thug]
13:51:26
SQ
Bjarne uses skill Cleave
13:51:26
SQ
Bandit Thug has died.
13:51:26
SQ
Skill [Shieldwall] removed from [Bandit Thug].
13:51:26
SQ
INFO: Next round issued: 4
13:51:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:51:27
SQ
Turn started for Bandit Marksman
13:51:27
SQ
*
13:51:27
SQ
* Bandit Marksman: Starting turn.
13:51:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:51:27
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (70.0086)(*), Idle (1), Flee (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Reload (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Ranged (0)
Engage.Ranged (80)(*), Attack.Bow (70.0086)(*), Idle (1), Flee (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), Reload (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Ranged (0)
13:51:27
SQ
-> Behavior picked: Attack.Bow (70.0086)
13:51:28
SQ
* Bandit Marksman: Using Shoot Bolt against Bjarne!
13:51:28
SQ
Bandit Marksman uses skill Shoot Bolt
13:51:29
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Reload (78.5417)(*), Idle (1), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Retreat (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Defend.Rotation (0), Flee (0), Attack.Bow (0)
Engage.Ranged (80)(*), Reload (78.5417)(*), Idle (1), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Retreat (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Defend.Rotation (0), Flee (0), Attack.Bow (0)
13:51:29
SQ
-> Behavior picked: Engage.Ranged (80)
13:51:29
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Torleif (visible)
13:51:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Melee (0), Reload (0), Defend.Rotation (0), Flee (0), Attack.Bow (0), Engage.Ranged (0)
Idle (1)(*), Defend (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Melee (0), Reload (0), Defend.Rotation (0), Flee (0), Attack.Bow (0), Engage.Ranged (0)
13:51:30
SQ
-> Behavior picked: Idle (1)
13:51:30
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:51:30
SQ
* ---------------------------------------------------
13:51:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:51:30
SQ
Turn started for Bandit Marksman
13:51:30
SQ
*
13:51:30
SQ
* Bandit Marksman: Starting turn.
13:51:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:51:30
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
13:51:30
SQ
-> Behaviors to pick from:
Attack.Bow (12.5425)(*), Idle (1), Attack.Default (0), Flee (0), Defend.Rotation (0), Reload (0), Engage.Ranged (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Retreat (0), Roam (0)
Attack.Bow (12.5425)(*), Idle (1), Attack.Default (0), Flee (0), Defend.Rotation (0), Reload (0), Engage.Ranged (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Retreat (0), Roam (0)
13:51:30
SQ
-> Behavior picked: Attack.Bow (12.5425)
13:51:31
SQ
* Bandit Marksman: Using Aimed Shot against Svein!
13:51:31
SQ
Bandit Marksman uses skill Aimed Shot
13:51:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Engage.Ranged (0), Defend.Rotation (0), Reload (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Attack.Default (0), Engage.Ranged (0), Defend.Rotation (0), Reload (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Retreat (0), Flee (0), Attack.Bow (0)
13:51:33
SQ
-> Behavior picked: Idle (1)
13:51:33
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
13:51:33
SQ
* ---------------------------------------------------
13:51:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:51:33
SQ
Turn started for Svein
13:51:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:51:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Butcher - Locked: true)
13:51:43
SQ
Turn started for The Butcher
13:51:43
SQ
Skill [Shieldwall] removed from [The Butcher].
13:51:43
SQ
*
13:51:43
SQ
* The Butcher: Starting turn.
13:51:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Butcher)
13:51:44
SQ
-> Behaviors to pick from:
Defend.Rotation (304.706)(*), Attack.Default (67.1955), Defend.Shieldwall (56.9048), Idle (1), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Defend.Knockback (0), SwitchTo.Melee (0), Flee (0), Attack.SplitShield (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0)
Defend.Rotation (304.706)(*), Attack.Default (67.1955), Defend.Shieldwall (56.9048), Idle (1), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Defend.Knockback (0), SwitchTo.Melee (0), Flee (0), Attack.SplitShield (0), Roam (0), Defend.Riposte (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0)
13:51:44
SQ
-> Behavior picked: Defend.Rotation (304.706)
13:51:44
SQ
* The Butcher: Using Rotation!
13:51:44
SQ
The Butcher uses skill Rotation
13:51:45
SQ
-> Behaviors to pick from:
Defend.Shieldwall (90.5643)(*), Attack.Default (67.1955)(*), Idle (1), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Defend.Knockback (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Rotation (0)
Defend.Shieldwall (90.5643)(*), Attack.Default (67.1955)(*), Idle (1), Defend.Spearwall (0), Flee (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Defend.Knockback (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Rotation (0)
13:51:45
SQ
-> Behavior picked: Defend.Shieldwall (90.5643)
13:51:45
SQ
* The Butcher: Using Shieldwall!
13:51:45
SQ
The Butcher uses skill Shieldwall
13:51:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Flee (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Roam (0), Attack.Default (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), Attack.SplitShield (0), Flee (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Roam (0), Attack.Default (0), Defend.Riposte (0), Defend (0), Attack.Puncture (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Rotation (0), Defend.Shieldwall (0)
13:51:45
SQ
-> Behavior picked: Idle (1)
13:51:46
SQ
* The Butcher: Ending Turn with 1 of 9 AP left.
13:51:46
SQ
* ---------------------------------------------------
13:51:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:51:46
SQ
Turn started for Gothart
13:51:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:51:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:51:49
SQ
Turn started for Bandit Raider
13:51:49
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:51:49
SQ
*
13:51:49
SQ
* Bandit Raider: Starting turn.
13:51:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:51:50
SQ
-> Behaviors to pick from:
Defend.Knockback (81.7128)(*), Defend.Shieldwall (53.6948)(*), Attack.Default (42.4901)(*), Idle (1), Defend (0), Attack.CrushArmor (0), BreakFree (0), Defend.Riposte (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Flee (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0)
Defend.Knockback (81.7128)(*), Defend.Shieldwall (53.6948)(*), Attack.Default (42.4901)(*), Idle (1), Defend (0), Attack.CrushArmor (0), BreakFree (0), Defend.Riposte (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Flee (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0)
13:51:50
SQ
-> Behavior picked: Defend.Shieldwall (53.6948)
13:51:50
SQ
* Bandit Raider: Using Shieldwall!
13:51:50
SQ
Bandit Raider uses skill Shieldwall
13:51:50
SQ
-> Behaviors to pick from:
Attack.Default (42.3918)(*), Idle (1), Defend (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Defend.Spearwall (0), Flee (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0)
Attack.Default (42.3918)(*), Idle (1), Defend (0), Attack.Decapitate (0), Attack.CrushArmor (0), BreakFree (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Defend.Spearwall (0), Flee (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0)
13:51:50
SQ
-> Behavior picked: Attack.Default (42.3918)
13:51:51
SQ
* Bandit Raider: Using Thrust against Gerhard!
13:51:51
SQ
Bandit Raider uses skill Thrust
13:51:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Defend.Spearwall (0), Flee (0), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), Defend (0), Attack.SplitShield (0), Attack.CrushArmor (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Defend.Spearwall (0), Flee (0), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0), Attack.Default (0)
13:51:51
SQ
-> Behavior picked: Idle (1)
13:51:51
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:51:51
SQ
* ---------------------------------------------------
13:51:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:51:52
SQ
Turn started for Bandit Raider
13:51:52
SQ
*
13:51:52
SQ
* Bandit Raider: Starting turn.
13:51:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:51:52
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (34.4444), Idle (1), Attack.Puncture (0), Attack.Decapitate (0), Roam (0), Flee (0), Retreat (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), Attack.SplitShield (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (34.4444), Idle (1), Attack.Puncture (0), Attack.Decapitate (0), Roam (0), Flee (0), Retreat (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), Attack.SplitShield (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0)
13:51:52
SQ
-> Behavior picked: SwitchTo.Melee (150)
13:51:52
SQ
* Bandit Raider: Switching to melee weapon!
13:51:53
SQ
-> Behaviors to pick from:
Engage.Melee (97.8261)(*), Defend.Shieldwall (34.4444)(*), Idle (1), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Flee (0), Defend (0), Retreat (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0)
Engage.Melee (97.8261)(*), Defend.Shieldwall (34.4444)(*), Idle (1), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Flee (0), Defend (0), Retreat (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0)
13:51:53
SQ
-> Behavior picked: Engage.Melee (97.8261)
13:51:53
SQ
* Bandit Raider: Engaging to melee range with Bjarne (visible), accepted_distance=0
13:51:53
SQ
* Bandit Raider: Reached engage destination
13:51:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Defend.Shieldwall (0), Defend (0), Retreat (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Roam (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Rotation (0), BreakFree (0), Defend.Shieldwall (0), Defend (0), Retreat (0), Attack.Puncture (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Melee (0), Engage.Melee (0)
13:51:53
SQ
-> Behavior picked: Idle (1)
13:51:53
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:51:53
SQ
* ---------------------------------------------------
13:51:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:51:54
SQ
Turn started for Bandit Raider
13:51:54
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:51:54
SQ
*
13:51:54
SQ
* Bandit Raider: Starting turn.
13:51:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:51:54
SQ
-> Behaviors to pick from:
Defend.Shieldwall (73.9572)(*), Attack.Default (43.4173)(*), Defend.Riposte (35.7069)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.CrushArmor (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Retreat (0), Defend (0)
Defend.Shieldwall (73.9572)(*), Attack.Default (43.4173)(*), Defend.Riposte (35.7069)(*), Idle (1), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.CrushArmor (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Retreat (0), Defend (0)
13:51:54
SQ
-> Behavior picked: Attack.Default (43.4173)
13:51:55
SQ
* Bandit Raider: Using Slash against Bjarne!
13:51:55
SQ
Bandit Raider uses skill Slash
13:51:55
SQ
-> Behaviors to pick from:
Defend.Shieldwall (72.9801)(*), Attack.Default (43.3691)(*), Defend.Riposte (34.9911)(*), Idle (1), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Retreat (0), Defend (0), Attack.KnockOut (0)
Defend.Shieldwall (72.9801)(*), Attack.Default (43.3691)(*), Defend.Riposte (34.9911)(*), Idle (1), Attack.Decapitate (0), SwitchTo.Melee (0), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Retreat (0), Defend (0), Attack.KnockOut (0)
13:51:55
SQ
-> Behavior picked: Defend.Shieldwall (72.9801)
13:51:56
SQ
* Bandit Raider: Using Shieldwall!
13:51:56
SQ
Bandit Raider uses skill Shieldwall
13:51:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Defend.Rotation (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Roam (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Retreat (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0)
Idle (1)(*), Defend.Riposte (0), Defend.Rotation (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Roam (0), Attack.Default (0), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Retreat (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0)
13:51:56
SQ
-> Behavior picked: Idle (1)
13:51:56
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:51:56
SQ
* ---------------------------------------------------
13:51:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:51:56
SQ
Turn started for Gunnar the Hound
13:51:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:52:00
SQ
[Gunnar the Hound] executes skill [Thrust] on target [The Butcher]
13:52:00
SQ
Gunnar the Hound uses skill Thrust
13:52:02
SQ
[Gunnar the Hound] executes skill [Thrust] on target [The Butcher]
13:52:02
SQ
Gunnar the Hound uses skill Thrust
13:52:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:52:02
SQ
Turn started for Palaemon the Oldguard
13:52:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:52:06
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
13:52:06
SQ
Palaemon the Oldguard uses skill Shieldwall
13:52:09
SQ
[Palaemon the Oldguard] executes skill [Riposte] on target [Palaemon the Oldguard]
13:52:09
SQ
Palaemon the Oldguard uses skill Riposte
13:52:09
UI
ERROR: Failed to query entity skills data for entity (31517). Reason: Invalid result.
13:52:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:52:09
SQ
Turn started for Alfgeir
13:52:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:52:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:52:14
SQ
Turn started for Thorismund Balduric
13:52:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:52:30
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Marksman]
13:52:30
SQ
Thorismund Balduric uses skill Shoot Bolt
13:52:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:52:30
SQ
Turn started for Gerhard
13:52:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:52:34
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:52:34
SQ
Gerhard uses skill Thrust
13:52:36
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:52:36
SQ
Gerhard uses skill Thrust
13:52:36
SQ
Bandit Raider has died.
13:52:36
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:52:39
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:52:39
SQ
Gerhard uses skill Thrust
13:52:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:52:40
SQ
Turn started for Torleif
13:52:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:52:46
SQ
[Torleif] executes skill [Impale] on target [Bandit Raider]
13:52:46
SQ
Torleif uses skill Impale
13:52:46
SQ
Bandit Raider has died.
13:52:46
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:52:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: false)
13:52:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:52:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:52:49
SQ
Turn started for Alantyr the Swift
13:52:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:52:53
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
13:52:53
SQ
Alantyr the Swift uses skill Perfect Focus
13:52:55
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
13:52:55
SQ
Alantyr the Swift uses skill Reload
13:52:58
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Marksman]
13:52:58
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
13:52:58
SQ
Bandit Marksman has died.
13:53:20
SQ
Skill [Reload] removed from [Alantyr the Swift].
13:53:20
UI
equip item: 57361521
13:53:22
UI
Unable to open file "gfx/". Error: Unknown mime type.
13:53:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:53:25
SQ
Turn started for Ragnar the Blade
13:53:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:53:36
UI
equip item: 54574536
13:53:41
SQ
[Ragnar the Blade] executes skill [Impale] on target [The Butcher]
13:53:41
SQ
Ragnar the Blade uses skill Impale
13:53:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:53:42
SQ
Turn started for Winrich
13:53:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:53:44
SQ
[Winrich] executes skill [Slash] on target [The Butcher]
13:53:44
SQ
Winrich uses skill Slash
13:53:46
SQ
[Winrich] executes skill [Slash] on target [The Butcher]
13:53:46
SQ
Winrich uses skill Slash
13:53:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:53:46
SQ
Turn started for Bjarne
13:53:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:53:49
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:53:49
SQ
Bjarne uses skill Cleave
13:53:51
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:53:51
SQ
Bjarne uses skill Cleave
13:53:51
SQ
INFO: Next round issued: 5
13:53:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:53:52
SQ
Turn started for Gothart
13:53:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:53:55
SQ
Skill [Hidden] removed from [Gothart].
13:53:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:53:56
SQ
Turn started for Svein
13:53:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:54:00
SQ
[Svein] executes skill [Thrust] on target [The Butcher]
13:54:00
SQ
Svein uses skill Thrust
13:54:02
SQ
[Svein] executes skill [Thrust] on target [The Butcher]
13:54:02
SQ
Svein uses skill Thrust
13:54:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:54:02
SQ
Turn started for Bandit Marksman
13:54:02
SQ
*
13:54:02
SQ
* Bandit Marksman: Starting turn.
13:54:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:54:02
SQ
* Bandit Marksman: Considering improving position..
13:54:02
SQ
-> Behaviors to pick from:
Retreat (1064.29)(*), Reload (81.3131), Engage.Ranged (50), Idle (1), BreakFree (0), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0), Attack.Bow (0), SwitchTo.Melee (0), Attack.Default (0), Attack.Puncture (0), Defend (0)
Retreat (1064.29)(*), Reload (81.3131), Engage.Ranged (50), Idle (1), BreakFree (0), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Engage.Melee (0), Flee (0), Attack.Bow (0), SwitchTo.Melee (0), Attack.Default (0), Attack.Puncture (0), Defend (0)
13:54:02
SQ
-> Behavior picked: Retreat (1064.29)
13:54:03
SQ
* Bandit Marksman: Retreating.
13:54:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:54:04
SQ
Turn started for Bandit Raider
13:54:04
SQ
*
13:54:04
SQ
* Bandit Raider: Starting turn.
13:54:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:54:05
SQ
-> Behaviors to pick from:
Defend.Knockback (66.15)(*), Defend.Riposte (50.7235)(*), Defend.Shieldwall (50.1275)(*), Attack.Default (35.8583)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Flee (0), Engage.Melee (0), Defend (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Retreat (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.SplitShield (0), Roam (0)
Defend.Knockback (66.15)(*), Defend.Riposte (50.7235)(*), Defend.Shieldwall (50.1275)(*), Attack.Default (35.8583)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Flee (0), Engage.Melee (0), Defend (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Retreat (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.SplitShield (0), Roam (0)
13:54:05
SQ
-> Behavior picked: Defend.Riposte (50.7235)
13:54:05
SQ
* Bandit Raider: Using Riposte!
13:54:05
SQ
Bandit Raider uses skill Riposte
13:54:05
SQ
-> Behaviors to pick from:
Defend.Shieldwall (48.5147)(*), Attack.Default (35.7606)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), BreakFree (0), Attack.Decapitate (0), Attack.Split (0), Flee (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Riposte (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0)
Defend.Shieldwall (48.5147)(*), Attack.Default (35.7606)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), BreakFree (0), Attack.Decapitate (0), Attack.Split (0), Flee (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Riposte (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0)
13:54:05
SQ
-> Behavior picked: Defend.Shieldwall (48.5147)
13:54:06
SQ
* Bandit Raider: Using Shieldwall!
13:54:06
SQ
Bandit Raider uses skill Shieldwall
13:54:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Attack.Decapitate (0), Attack.Split (0), Flee (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Riposte (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0), Defend.Shieldwall (0)
Idle (1)(*), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Default (0), Attack.Decapitate (0), Attack.Split (0), Flee (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Riposte (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0), Defend.Shieldwall (0)
13:54:06
SQ
-> Behavior picked: Idle (1)
13:54:06
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:54:06
SQ
* ---------------------------------------------------
13:54:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:54:07
SQ
Turn started for Alfgeir
13:54:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:54:10
SQ
[Alfgeir] executes skill [Thrust] on target [The Butcher]
13:54:10
SQ
Alfgeir uses skill Thrust
13:54:11
SQ
[Alfgeir] executes skill [Thrust] on target [The Butcher]
13:54:11
SQ
Alfgeir uses skill Thrust
13:54:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:54:12
SQ
Turn started for Thorismund Balduric
13:54:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:54:19
SQ
Skill [Reload] removed from [Thorismund Balduric].
13:54:19
UI
equip item: 53057157
13:54:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:54:22
SQ
Turn started for Gunnar the Hound
13:54:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:54:25
SQ
[Gunnar the Hound] executes skill [Thrust] on target [The Butcher]
13:54:25
SQ
Gunnar the Hound uses skill Thrust
13:54:30
UI
equip item: 50871766
13:54:36
SQ
[Gunnar the Hound] executes skill [Puncture] on target [The Butcher]
13:54:36
SQ
Gunnar the Hound uses skill Puncture
13:54:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:54:37
SQ
Turn started for Torleif
13:54:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:54:41
Resource
Loading: music/bandits_02.music
13:54:41
Resource
Unloading: music/bandits_01.music
13:54:41
SQ
[Torleif] executes skill [Impale] on target [The Butcher]
13:54:41
SQ
Torleif uses skill Impale
13:54:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: The Butcher - Locked: true)
13:54:44
SQ
Turn started for The Butcher
13:54:44
SQ
Skill [Shieldwall] removed from [The Butcher].
13:54:44
SQ
*
13:54:44
SQ
* The Butcher: Starting turn.
13:54:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: The Butcher)
13:54:45
SQ
-> Behaviors to pick from:
Defend.Shieldwall (1505.36)(*), Attack.Default (67.1955), Idle (1), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0)
Defend.Shieldwall (1505.36)(*), Attack.Default (67.1955), Idle (1), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Defend (0), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Puncture (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0)
13:54:45
SQ
-> Behavior picked: Defend.Shieldwall (1505.36)
13:54:45
SQ
* The Butcher: Using Shieldwall!
13:54:45
SQ
The Butcher uses skill Shieldwall
13:54:45
SQ
-> Behaviors to pick from:
Attack.Default (67.1955)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Defend (0), SwitchTo.Ranged (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Defend.Shieldwall (0)
Attack.Default (67.1955)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Attack.SplitShield (0), Defend (0), SwitchTo.Ranged (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Defend.Shieldwall (0)
13:54:45
SQ
-> Behavior picked: Attack.Default (67.1955)
13:54:46
SQ
* The Butcher: Using Thrust against Winrich!
13:54:46
SQ
The Butcher uses skill Thrust
13:54:46
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), Engage.Melee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), Engage.Melee (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), Attack.CrushArmor (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Default (0)
13:54:46
SQ
-> Behavior picked: Idle (1)
13:54:47
SQ
* The Butcher: Ending Turn with 1 of 9 AP left.
13:54:47
SQ
* ---------------------------------------------------
13:54:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:54:47
SQ
Turn started for Bandit Raider
13:54:47
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:54:47
SQ
*
13:54:47
SQ
* Bandit Raider: Starting turn.
13:54:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:54:47
SQ
-> Behaviors to pick from:
Defend.Knockback (72.27)(*), Defend.Shieldwall (49.7521)(*), Attack.Default (38.8784)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0)
Defend.Knockback (72.27)(*), Defend.Shieldwall (49.7521)(*), Attack.Default (38.8784)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Split (0), Attack.Decapitate (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0)
13:54:47
SQ
-> Behavior picked: Attack.Default (38.8784)
13:54:48
SQ
* Bandit Raider: Using Thrust against Gerhard!
13:54:48
SQ
Bandit Raider uses skill Thrust
13:54:48
SQ
-> Behaviors to pick from:
Defend.Shieldwall (48.83)(*), Attack.Default (38.8187)(*), Idle (1), BreakFree (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Defend.Knockback (0)
Defend.Shieldwall (48.83)(*), Attack.Default (38.8187)(*), Idle (1), BreakFree (0), Roam (0), Defend.Spearwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Decapitate (0), Flee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Defend.Knockback (0)
13:54:48
SQ
-> Behavior picked: Defend.Shieldwall (48.83)
13:54:49
SQ
* Bandit Raider: Using Shieldwall!
13:54:49
SQ
Bandit Raider uses skill Shieldwall
13:54:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Split (0), Roam (0), Flee (0), Retreat (0), BreakFree (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Defend.Knockback (0), Defend.Shieldwall (0)
Idle (1)(*), Defend.Spearwall (0), Attack.Split (0), Roam (0), Flee (0), Retreat (0), BreakFree (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Defend.Knockback (0), Defend.Shieldwall (0)
13:54:49
SQ
-> Behavior picked: Idle (1)
13:54:49
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:54:49
SQ
* ---------------------------------------------------
13:54:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:54:49
SQ
Turn started for Gerhard
13:54:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:54:52
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:54:52
SQ
Gerhard uses skill Thrust
13:54:53
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Raider]
13:54:53
SQ
Gerhard uses skill Thrust
13:54:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:54:54
SQ
Turn started for Winrich
13:54:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:54:57
SQ
[Winrich] executes skill [Slash] on target [The Butcher]
13:54:57
SQ
Winrich uses skill Slash
13:54:57
SQ
The Butcher has died.
13:54:57
SQ
Skill [Shieldwall] removed from [The Butcher].
13:55:02
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
13:55:02
SQ
Winrich uses skill Slash
13:55:02
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:55:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:55:04
SQ
Turn started for Ragnar the Blade
13:55:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:55:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:55:08
SQ
Turn started for Bjarne
13:55:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:55:11
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:55:11
SQ
Bjarne uses skill Cleave
13:55:13
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Raider]
13:55:13
SQ
Bjarne uses skill Cleave
13:55:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:55:13
SQ
Turn started for Palaemon the Oldguard
13:55:13
SQ
Skill [Riposte] removed from [Palaemon the Oldguard].
13:55:13
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
13:55:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:55:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:55:17
SQ
Turn started for Alantyr the Swift
13:55:17
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
13:55:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:55:18
SQ
INFO: Next round issued: 6
13:55:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:55:19
SQ
Turn started for Bandit Marksman
13:55:19
SQ
*
13:55:19
SQ
* Bandit Marksman: Starting turn.
13:55:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:55:19
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
13:55:19
SQ
-> Behaviors to pick from:
Retreat (1135.71)(*), Engage.Ranged (311.111)(*), Reload (84.1046), Idle (1), BreakFree (0), Attack.Bow (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Roam (0), Defend (0), SwitchTo.Ranged (0)
Retreat (1135.71)(*), Engage.Ranged (311.111)(*), Reload (84.1046), Idle (1), BreakFree (0), Attack.Bow (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Roam (0), Defend (0), SwitchTo.Ranged (0)
13:55:19
SQ
-> Behavior picked: Retreat (1135.71)
13:55:20
SQ
* Bandit Marksman: Retreating.
13:55:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:55:21
SQ
Turn started for Gothart
13:55:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:55:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
13:55:25
SQ
Turn started for Svein
13:55:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
13:55:31
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
13:55:31
SQ
Svein uses skill Thrust
13:55:31
SQ
Bandit Raider has died.
13:55:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
13:55:31
SQ
Turn started for Thorismund Balduric
13:55:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
13:55:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
13:55:37
SQ
Turn started for Alfgeir
13:55:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
13:55:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
13:55:45
SQ
Turn started for Torleif
13:55:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
13:55:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
13:55:50
SQ
Turn started for Gunnar the Hound
13:55:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
13:55:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
13:55:53
SQ
Turn started for Palaemon the Oldguard
13:55:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
13:55:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
13:55:56
SQ
Turn started for Bandit Raider
13:55:56
SQ
Skill [Riposte] removed from [Bandit Raider].
13:55:56
SQ
Skill [Shieldwall] removed from [Bandit Raider].
13:55:56
SQ
*
13:55:56
SQ
* Bandit Raider: Starting turn.
13:55:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
13:55:57
SQ
-> Behaviors to pick from:
Defend.Shieldwall (115.995)(*), Defend.Riposte (64.3349)(*), Attack.Default (40.9437)(*), Idle (1), BreakFree (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Flee (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0)
Defend.Shieldwall (115.995)(*), Defend.Riposte (64.3349)(*), Attack.Default (40.9437)(*), Idle (1), BreakFree (0), Defend.Knockback (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Flee (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0)
13:55:57
SQ
-> Behavior picked: Defend.Riposte (64.3349)
13:55:57
SQ
* Bandit Raider: Using Riposte!
13:55:57
SQ
Bandit Raider uses skill Riposte
13:55:57
SQ
-> Behaviors to pick from:
Defend.Shieldwall (111.132)(*), Attack.Default (40.6194)(*), Idle (1), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Flee (0), Attack.Puncture (0), Engage.Melee (0), Retreat (0), Defend (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Riposte (0)
Defend.Shieldwall (111.132)(*), Attack.Default (40.6194)(*), Idle (1), BreakFree (0), Attack.Split (0), Defend.Knockback (0), Flee (0), Attack.Puncture (0), Engage.Melee (0), Retreat (0), Defend (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Riposte (0)
13:55:57
SQ
-> Behavior picked: Attack.Default (40.6194)
13:55:58
SQ
* Bandit Raider: Using Slash against Torleif!
13:55:58
SQ
Bandit Raider uses skill Slash
13:55:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Retreat (0), Defend (0), Attack.Default (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Shieldwall (0)
Idle (1)(*), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Retreat (0), Defend (0), Attack.Default (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Shieldwall (0)
13:55:58
SQ
-> Behavior picked: Idle (1)
13:55:59
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
13:55:59
SQ
* ---------------------------------------------------
13:55:59
UI
ERROR: Failed to update entity. Reason: Entity id: 3023631 not found.
13:55:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
13:55:59
SQ
Turn started for Ragnar the Blade
13:55:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
13:56:03
SQ
[Ragnar the Blade] executes skill [Impale] on target [Bandit Raider]
13:56:03
SQ
Ragnar the Blade uses skill Impale
13:56:03
SQ
Bandit Raider has died.
13:56:03
SQ
Skill [Riposte] removed from [Bandit Raider].
13:56:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
13:56:11
SQ
Turn started for Gerhard
13:56:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
13:56:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
13:56:17
SQ
Turn started for Bjarne
13:56:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
13:56:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
13:56:20
SQ
Turn started for Winrich
13:56:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
13:56:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
13:56:22
SQ
Turn started for Alantyr the Swift
13:56:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
13:56:23
SQ
INFO: Next round issued: 7
13:56:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
13:56:23
SQ
Turn started for Bandit Marksman
13:56:23
SQ
*
13:56:23
SQ
* Bandit Marksman: Starting turn.
13:56:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
13:56:24
SQ
defensive score: 20.5714
13:56:24
SQ
defensive threshold: 2.72727
13:56:24
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
13:56:24
SQ
-> Behaviors to pick from:
Retreat (1278.57)(*), Engage.Ranged (311.111), Reload (84.1796), Idle (1), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), Attack.Bow (0), Roam (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Retreat (1278.57)(*), Engage.Ranged (311.111), Reload (84.1796), Idle (1), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), Attack.Bow (0), Roam (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0)
13:56:24
SQ
-> Behavior picked: Retreat (1278.57)
13:56:24
SQ
* Bandit Marksman: Retreating.
13:56:25
SQ
* Bandit Marksman: Retreated!
13:56:25
Resource
Unloading: gfx/orientation_overlay.png
13:56:25
SQ
Skill [Hidden] removed from [Palaemon the Oldguard].
13:56:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
13:56:25
SQ
Turn started for Gothart
13:56:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
13:56:29
Resource
Loading: music/victory_01.music
13:56:29
Resource
Unloading: music/bandits_02.music
13:56:32
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
13:56:32
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
13:56:32
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
13:56:32
SQ
World::onCombatFinished
13:56:32
SQ
TacticalState::onFinish
13:56:32
Resource
Unloading: gfx/object_0.png
13:56:32
Resource
Unloading: gfx/detail.png
13:56:32
Resource
Unloading Resource Package "Temporary Tactical Resources".
13:56:32
Resource
Unloading: sounds/combat/repel_hit_01.wav
13:56:32
Resource
Unloading: sounds/combat/repel_hit_02.wav
13:56:32
Resource
Unloading: sounds/combat/repel_hit_03.wav
13:56:32
UI
IngameMenuScreen::UNREGISTER
13:56:32
UI
MainMenuModule::UNREGISTER
13:56:32
UI
LoadCampaignMenuModule::UNREGISTER
13:56:32
UI
SaveCampaignMenuModule::UNREGISTER
13:56:32
UI
OptionsMenuModule::UNREGISTER
13:56:32
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:56:32
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:56:32
UI
OptionsMenuModuleControlsPanel::UNREGISTER
13:56:32
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
13:56:32
UI
TacticalFleeScreen::UNREGISTER
13:56:32
UI
CharacterScreen::UNREGISTER
13:56:32
UI
CharacterScreenLeftPanelModule::UNREGISTER
13:56:32
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
13:56:32
UI
CharacterScreenPaperdollModule::UNREGISTER
13:56:32
UI
CharacterScreenSkillsModule::UNREGISTER
13:56:32
UI
CharacterScreenStatsModule::UNREGISTER
13:56:32
UI
CharacterScreenRightPanelModule::UNREGISTER
13:56:32
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
13:56:32
UI
CharacterScreenInventoryListModule::UNREGISTER
13:56:32
UI
CharacterScreenPerksModule::UNREGISTER
13:56:32
UI
CharacterScreenBrothersListModule::UNREGISTER
13:56:32
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
13:56:32
UI
TacticalScreen::UNREGISTER
13:56:32
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
13:56:32
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
13:56:32
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
13:56:32
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
13:56:32
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
13:56:32
UI
TacticalCombatResultScreen::UNREGISTER
13:56:32
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
13:56:32
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
13:56:36
Resource
Loading: music/worldmap_03.music
13:56:36
Resource
Unloading: music/victory_01.music
13:56:40
SQ
contract removed: contract.errant
13:56:42
SQ
contract added: contract.errant
13:56:45
SQ
contract removed: contract.destroy_inactive_location
13:56:46
SQ
Location entered: Malmkrog
13:56:50
Resource
Loading: music/village_01.music
13:56:50
Resource
Unloading: music/worldmap_03.music
13:57:47
Resource
Loading: music/worldmap_03.music
13:57:47
Resource
Unloading: music/village_01.music
13:58:01
SQ
contract added: contract.errant
13:58:06
SQ
contract removed: contract.destroy_bandit_camp
13:58:17
SQ
contract removed: contract.errant
13:58:19
SQ
contract removed: contract.errant
13:58:19
SQ
Location entered: Kronland Castle
13:58:23
Resource
Loading: music/stronghold_01.music
13:58:23
Resource
Unloading: music/worldmap_03.music
14:00:29
UI
equip item: 51042997
14:02:37
UI
equip item: 54613440
14:02:41
UI
equip item: 52785962
14:04:39
UI
equip item: 51720767
14:04:43
UI
Stash | Ground -> Backpack (targetItemIdx: 1)
14:05:00
UI
equip item: 50662710
14:06:09
UI
Backpack -> Stash | Ground (targetIdx: 30)
14:06:10
SQ
done
14:06:10
UI
Paperdoll -> Backpack (targetItemIdx: 2)
14:07:40
SQ
contract added: contract.destroy_orc_camp
14:07:43
Resource
Loading: music/worldmap_05.music
14:07:43
Resource
Unloading: music/stronghold_01.music
14:08:18
SQ
contract added: contract.destroy_inactive_location
14:08:18
SQ
Location entered: Kronland Castle
14:08:22
Resource
Loading: music/stronghold_01.music
14:08:22
Resource
Unloading: music/worldmap_05.music
14:08:31
Resource
Loading: music/worldmap_07.music
14:08:31
Resource
Unloading: music/stronghold_01.music
14:08:41
SQ
contract added: contract.errant
14:08:42
SQ
contract removed: contract.discover_location
14:08:48
SQ
contract added: contract.escort_caravan
14:09:25
SQ
contract added: contract.destroy_inactive_location
14:09:42
SQ
Location entered: Watchtower
14:09:42
UI
ERROR: Failed to query hire roster data. Reason: Invalid result.
14:09:46
Resource
Loading: music/stronghold_01.music
14:09:46
Resource
Unloading: music/worldmap_07.music
14:10:56
SQ
Attempted to remove item from empty bag slot
14:10:56
SQ
ERROR: Failed to remove item from bag.
14:10:56
UI
Backpack -> Backpack (swap)
14:11:08
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
14:12:34
SQ
contract activated: contract.errant
14:12:39
Resource
Loading: music/worldmap_03.music
14:12:39
Resource
Unloading: music/stronghold_01.music
14:12:56
UI
equip item: 54455886
14:13:03
SQ
Save campaign: Hawksmoor's Hellions
14:13:04
Scene
Finished saving scene.
14:13:11
SQ
Save campaign: autosave
14:13:12
Scene
Finished saving scene.
14:13:12
SQ
WorldState::onHide
14:13:12
UI
CharacterScreen::REGISTER
14:13:12
UI
CharacterScreenLeftPanelModule::REGISTER
14:13:12
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
14:13:12
UI
CharacterScreenPaperdollModule::REGISTER
14:13:12
UI
CharacterScreenSkillsModule::REGISTER
14:13:12
UI
CharacterScreenStatsModule::REGISTER
14:13:13
UI
CharacterScreenRightPanelModule::REGISTER
14:13:13
UI
CharacterScreenRightPanelHeaderModule::REGISTER
14:13:13
UI
CharacterScreenInventoryListModule::REGISTER
14:13:13
UI
CharacterScreenPerksModule::REGISTER
14:13:13
UI
CharacterScreenBrothersListModule::REGISTER
14:13:13
UI
CharacterScreenBattleStartFooterModule::REGISTER
14:13:13
UI
TacticalFleeScreen::REGISTER
14:13:13
UI
IngameMenuScreen::REGISTER
14:13:13
UI
MainMenuModule::REGISTER
14:13:13
UI
LoadCampaignMenuModule::REGISTER
14:13:13
UI
SaveCampaignMenuModule::REGISTER
14:13:13
UI
OptionsMenuModule::REGISTER
14:13:13
UI
OptionsMenuModuleVideoPanel::REGISTER
14:13:13
UI
OptionsMenuModuleAudioPanel::REGISTER
14:13:13
UI
OptionsMenuModuleControlsPanel::REGISTER
14:13:13
UI
OptionsMenuModuleGameplayPanel::REGISTER
14:13:13
UI
TacticalCombatResultScreen::REGISTER
14:13:13
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
14:13:13
UI
TacticalCombatResultScreenLootPanel::REGISTER
14:13:13
UI
TacticalScreen::REGISTER
14:13:13
UI
TacticalScreenTurnSequenceBarModule::REGISTER
14:13:13
UI
TacticalScreenOrientationOverlayModule::REGISTER
14:13:13
UI
TacticalScreenTopbarEventLogModule::REGISTER
14:13:13
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
14:13:13
UI
TacticalScreenTopbarOptionsModule::REGISTER
14:13:13
Resource
Loading: gfx/object_0.png
14:13:13
Texture
Texture "gfx/object_0.png" (ID: 14) took up approximately 2730kb in video memory.
14:13:13
Resource
Loading: gfx/detail.png
14:13:13
Texture
Texture "gfx/detail.png" (ID: 15) took up approximately 5461kb in video memory.
14:13:13
Resource
Loading: gfx/entity_2.png
14:13:13
Texture
Texture "gfx/entity_2.png" (ID: 16) took up approximately 10922kb in video memory.
14:13:13
Resource
Loading: gfx/orientation_overlay.png
14:13:13
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
14:13:13
SQ
TACTICAL: STASH LOCKED: true
14:13:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:13:13
SQ
Turn started for Ragnar the Blade
14:13:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:13:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:13:13
SQ
INFO: Next round issued: 1
14:13:13
Resource
Started loading Resource Package "Temporary Tactical Resources".
14:13:13
Resource
Loading: sounds/enemies/orc_hurt_01.wav
14:13:13
UI
ERROR: Failed to update entity. Reason: Entity id: 3025402 not found.
14:13:13
UI
ERROR: Failed to update entity. Reason: Entity id: 3025404 not found.
14:13:13
UI
ERROR: Failed to update entity. Reason: Entity id: 3025406 not found.
14:13:13
Resource
Loading: sounds/enemies/orc_hurt_02.wav
14:13:13
Resource
Loading: sounds/enemies/orc_hurt_03.wav
14:13:13
Resource
Loading: sounds/enemies/orc_hurt_04.wav
14:13:13
Resource
Loading: sounds/enemies/orc_hurt_05.wav
14:13:13
Resource
Loading: sounds/enemies/orc_death_01.wav
14:13:13
Resource
Loading: sounds/enemies/orc_death_02.wav
14:13:13
Resource
Loading: sounds/enemies/orc_death_03.wav
14:13:13
Resource
Loading: sounds/enemies/orc_death_04.wav
14:13:13
Resource
Loading: sounds/enemies/orc_death_05.wav
14:13:13
Resource
Loading: sounds/enemies/orc_death_06.wav
14:13:13
Resource
Loading: sounds/enemies/orc_flee_03.wav
14:13:13
Resource
Loading: sounds/enemies/orc_flee_05.wav
14:13:13
Resource
Loading: sounds/enemies/orc_flee_06.wav
14:13:13
Resource
Loading: sounds/enemies/orc_idle_01.wav
14:13:13
Resource
Loading: sounds/enemies/orc_idle_02.wav
14:13:13
Resource
Loading: sounds/enemies/orc_idle_03.wav
14:13:13
Resource
Loading: sounds/enemies/orc_idle_04.wav
14:13:13
Resource
Loading: sounds/enemies/orc_idle_05.wav
14:13:13
Resource
Loading: sounds/enemies/orc_idle_06.wav
14:13:13
Resource
Loading: sounds/enemies/orc_charge_01.wav
14:13:13
Resource
Loading: sounds/enemies/orc_charge_02.wav
14:13:13
Resource
Loading: sounds/enemies/orc_charge_03.wav
14:13:13
Resource
Loading: sounds/enemies/orc_charge_04.wav
14:13:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:13:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:13:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:13:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:13:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:13:17
Resource
Loading: music/orcs_02.music
14:13:17
Resource
Unloading: music/worldmap_03.music
14:13:37
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:13:37
SQ
Ragnar the Blade uses skill Quick Shot
14:13:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:13:40
SQ
Turn started for Orc Young
14:13:40
SQ
*
14:13:40
SQ
* Orc Young: Starting turn.
14:13:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:13:40
SQ
defensive score: 0.274286
14:13:40
SQ
defensive threshold: 6
14:13:40
SQ
-> Behaviors to pick from:
Engage.Melee (150.526)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (150.526)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:13:40
SQ
-> Behavior picked: Engage.Melee (150.526)
14:13:41
SQ
* Orc Young: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
14:13:43
SQ
* Orc Young: Reached engage destination
14:13:43
SQ
defensive score: 0.274286
14:13:43
SQ
defensive threshold: 6
14:13:43
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:13:43
SQ
-> Behavior picked: Idle (1)
14:13:43
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:13:43
SQ
* ---------------------------------------------------
14:13:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:13:44
SQ
Turn started for Orc Young
14:13:44
SQ
*
14:13:44
SQ
* Orc Young: Starting turn.
14:13:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:13:44
SQ
defensive score: 0.274286
14:13:44
SQ
defensive threshold: 6
14:13:44
SQ
-> Behaviors to pick from:
Engage.Melee (175)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (175)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:13:44
SQ
-> Behavior picked: Engage.Melee (175)
14:13:45
SQ
* Orc Young: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
14:13:46
SQ
* Orc Young: Reached engage destination
14:13:46
SQ
defensive score: 0.274286
14:13:46
SQ
defensive threshold: 6
14:13:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:13:46
SQ
-> Behavior picked: Idle (1)
14:13:46
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:13:46
SQ
* ---------------------------------------------------
14:13:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:13:46
SQ
Turn started for Thorismund Balduric
14:13:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:14:00
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Orc Young]
14:14:00
SQ
Thorismund Balduric uses skill Shoot Bolt
14:14:01
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:14:01
SQ
Thorismund Balduric uses skill Reload
14:14:01
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:14:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:14:01
SQ
Turn started for Orc Young
14:14:01
SQ
*
14:14:01
SQ
* Orc Young: Starting turn.
14:14:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:14:02
SQ
defensive score: 0.274286
14:14:02
SQ
defensive threshold: 6
14:14:02
SQ
-> Behaviors to pick from:
Engage.Melee (169.714)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (169.714)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
14:14:02
SQ
-> Behavior picked: Engage.Melee (169.714)
14:14:02
SQ
* Orc Young: Engaging to melee range with Gerhard (visible), accepted_distance=0
14:14:03
SQ
* Orc Young: Reached engage destination
14:14:03
SQ
defensive score: 0.274286
14:14:03
SQ
defensive threshold: 6
14:14:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.CrushArmor (0), Defend (0), Charge (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.CrushArmor (0), Defend (0), Charge (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
14:14:03
SQ
-> Behavior picked: Idle (1)
14:14:04
SQ
* Orc Young: Ending Turn with 3 of 9 AP left.
14:14:04
SQ
* ---------------------------------------------------
14:14:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:14:04
SQ
Turn started for Orc Young
14:14:04
SQ
*
14:14:04
SQ
* Orc Young: Starting turn.
14:14:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:14:04
SQ
defensive score: 0.274286
14:14:04
SQ
defensive threshold: 6
14:14:04
SQ
-> Behaviors to pick from:
Engage.Melee (174.483)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (174.483)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:14:04
SQ
-> Behavior picked: Engage.Melee (174.483)
14:14:05
SQ
* Orc Young: Engaging to melee range with Gothart (not visible), accepted_distance=0
14:14:06
SQ
* Orc Young: Reached engage destination
14:14:06
SQ
defensive score: 0.274286
14:14:06
SQ
defensive threshold: 6
14:14:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:14:06
SQ
-> Behavior picked: Idle (1)
14:14:06
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:14:06
SQ
* ---------------------------------------------------
14:14:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:14:06
SQ
Turn started for Torleif
14:14:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:14:12
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:14:12
SQ
Torleif uses skill Quick Shot
14:14:14
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:14:14
SQ
Torleif uses skill Quick Shot
14:14:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:14:15
SQ
Turn started for Orc Young
14:14:15
SQ
*
14:14:15
SQ
* Orc Young: Starting turn.
14:14:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:14:15
SQ
defensive score: 0.274286
14:14:15
SQ
defensive threshold: 6
14:14:15
SQ
-> Behaviors to pick from:
Engage.Melee (220)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (220)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:14:15
SQ
-> Behavior picked: Engage.Melee (220)
14:14:15
SQ
* Orc Young: Engaging to melee range with Bjarne (visible), accepted_distance=0
14:14:15
SQ
* Orc Young: Reached engage destination
14:14:15
SQ
defensive score: 0.274286
14:14:15
SQ
defensive threshold: 6
14:14:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:14:15
SQ
-> Behavior picked: Idle (1)
14:14:15
SQ
* Orc Young: Ending Turn with 3 of 9 AP left.
14:14:15
SQ
* ---------------------------------------------------
14:14:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:14:16
SQ
Turn started for Orc Young
14:14:16
SQ
*
14:14:16
SQ
* Orc Young: Starting turn.
14:14:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:14:16
SQ
defensive score: 0.274286
14:14:16
SQ
defensive threshold: 6
14:14:16
SQ
-> Behaviors to pick from:
Engage.Melee (203.077)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (203.077)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
14:14:16
SQ
-> Behavior picked: Engage.Melee (203.077)
14:14:16
SQ
* Orc Young: Engaging to melee range with Gothart (visible), accepted_distance=0
14:14:18
SQ
* Orc Young: Reached engage destination
14:14:18
SQ
defensive score: 0.274286
14:14:18
SQ
defensive threshold: 6
14:14:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.CrushArmor (0), Defend (0), Charge (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.CrushArmor (0), Defend (0), Charge (0), Attack.Default (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
14:14:18
SQ
-> Behavior picked: Idle (1)
14:14:18
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:14:18
SQ
* ---------------------------------------------------
14:14:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:14:18
SQ
Turn started for Orc Young
14:14:18
SQ
*
14:14:18
SQ
* Orc Young: Starting turn.
14:14:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:14:18
SQ
defensive score: 0.274286
14:14:18
SQ
defensive threshold: 6
14:14:19
SQ
-> Behaviors to pick from:
Engage.Melee (185.625)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (185.625)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:14:19
SQ
-> Behavior picked: Engage.Melee (185.625)
14:14:19
SQ
* Orc Young: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
14:14:20
SQ
* Orc Young: Reached engage destination
14:14:20
SQ
defensive score: 0.274286
14:14:20
SQ
defensive threshold: 6
14:14:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:14:20
SQ
-> Behavior picked: Idle (1)
14:14:20
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:14:20
SQ
* ---------------------------------------------------
14:14:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:14:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:14:27
SQ
[Gothart] executes skill [Shoot Bolt] on target [Orc Young]
14:14:27
SQ
Gothart uses skill Shoot Bolt
14:14:27
SQ
Orc Young has died.
14:14:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:14:29
SQ
Turn started for Orc Young
14:14:29
SQ
*
14:14:29
SQ
* Orc Young: Starting turn.
14:14:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:14:29
SQ
defensive score: 0.253968
14:14:29
SQ
defensive threshold: 6
14:14:29
SQ
-> Behaviors to pick from:
Engage.Melee (174.167)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (174.167)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
14:14:29
SQ
-> Behavior picked: SwitchTo.Ranged (90.6429)
14:14:30
SQ
* Orc Young: Switching to ranged weapon!
14:14:30
SQ
defensive score: 0.253968
14:14:30
SQ
defensive threshold: 6
14:14:30
SQ
-> Behaviors to pick from:
Engage.Melee (261.25)(*), Idle (1), Defend (0), Charge (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (261.25)(*), Idle (1), Defend (0), Charge (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
14:14:30
SQ
-> Behavior picked: Engage.Melee (261.25)
14:14:30
SQ
* Orc Young: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
14:14:31
SQ
* Orc Young: Reached engage destination
14:14:31
SQ
defensive score: 0.253968
14:14:31
SQ
defensive threshold: 6
14:14:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.KnockOut (0), Charge (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.KnockOut (0), Charge (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
14:14:31
SQ
-> Behavior picked: Idle (1)
14:14:31
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:14:31
SQ
* ---------------------------------------------------
14:14:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:14:31
SQ
Turn started for Svein
14:14:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:14:42
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:14:42
SQ
Svein uses skill Spearwall
14:14:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:14:44
SQ
Turn started for Orc Young
14:14:44
SQ
*
14:14:44
SQ
* Orc Young: Starting turn.
14:14:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:14:44
SQ
defensive score: 0.253968
14:14:44
SQ
defensive threshold: 6
14:14:44
SQ
-> Behaviors to pick from:
Engage.Melee (177.941)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (177.941)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
14:14:44
SQ
-> Behavior picked: SwitchTo.Ranged (90.6429)
14:14:45
SQ
* Orc Young: Switching to ranged weapon!
14:14:45
SQ
defensive score: 0.253968
14:14:45
SQ
defensive threshold: 6
14:14:45
SQ
-> Behaviors to pick from:
Engage.Melee (225.5)(*), Idle (1), Defend (0), Charge (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (225.5)(*), Idle (1), Defend (0), Charge (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
14:14:45
SQ
-> Behavior picked: Engage.Melee (225.5)
14:14:45
SQ
* Orc Young: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
14:14:45
SQ
* Orc Young: Reached engage destination
14:14:45
SQ
defensive score: 0.253968
14:14:45
SQ
defensive threshold: 6
14:14:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.KnockOut (0), Charge (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.KnockOut (0), Charge (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
14:14:45
SQ
-> Behavior picked: Idle (1)
14:14:45
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:14:45
SQ
* ---------------------------------------------------
14:14:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:14:46
SQ
Turn started for Gunnar the Hound
14:14:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:14:49
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:14:49
SQ
Gunnar the Hound uses skill Spearwall
14:14:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:14:51
SQ
Turn started for Gerhard
14:14:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:14:53
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
14:14:53
SQ
Gerhard uses skill Spearwall
14:14:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:14:54
SQ
Turn started for Winrich
14:14:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:15:07
SQ
[Winrich] executes skill [Shoot Bolt] on target [Orc Young]
14:15:07
SQ
Winrich uses skill Shoot Bolt
14:15:08
SQ
[Winrich] executes skill [Reload] on target [Winrich]
14:15:08
SQ
Winrich uses skill Reload
14:15:08
UI
ERROR: Failed to query entity skills data for entity (22767). Reason: Invalid result.
14:15:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:15:08
SQ
Turn started for Alfgeir
14:15:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:15:10
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:15:10
SQ
Alfgeir uses skill Spearwall
14:15:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:15:12
SQ
Turn started for Bjarne
14:15:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:15:19
SQ
[Bjarne] executes skill [Shieldwall] on target [Bjarne]
14:15:19
SQ
Bjarne uses skill Shieldwall
14:15:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:15:21
SQ
Turn started for Alantyr the Swift
14:15:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:15:28
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
14:15:28
SQ
Alantyr the Swift uses skill Perfect Focus
14:15:34
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Orc Young]
14:15:34
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
14:15:36
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
14:15:36
SQ
Alantyr the Swift uses skill Reload
14:15:39
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Orc Young]
14:15:39
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
14:15:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:15:48
SQ
Turn started for Orc Young
14:15:48
SQ
*
14:15:48
SQ
* Orc Young: Starting turn.
14:15:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:15:48
SQ
defensive score: 0.253968
14:15:48
SQ
defensive threshold: 6
14:15:48
SQ
-> Behaviors to pick from:
Engage.Melee (205.652)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (205.652)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:15:48
SQ
-> Behavior picked: Engage.Melee (205.652)
14:15:49
SQ
* Orc Young: Engaging to melee range with Thorismund Balduric (visible), accepted_distance=0
14:15:50
SQ
* Orc Young: Reached engage destination
14:15:51
SQ
defensive score: 0.253968
14:15:51
SQ
defensive threshold: 6
14:15:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:15:51
SQ
-> Behavior picked: Idle (1)
14:15:51
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:15:51
SQ
* ---------------------------------------------------
14:15:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:15:52
SQ
Turn started for Palaemon the Oldguard
14:15:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:15:57
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
14:15:57
SQ
Palaemon the Oldguard uses skill Shieldwall
14:16:00
SQ
[Palaemon the Oldguard] executes skill [Riposte] on target [Palaemon the Oldguard]
14:16:00
SQ
Palaemon the Oldguard uses skill Riposte
14:16:00
SQ
INFO: Next round issued: 2
14:16:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:16:00
SQ
Turn started for Ragnar the Blade
14:16:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:16:08
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:16:08
SQ
Ragnar the Blade uses skill Quick Shot
14:16:08
SQ
Orc Young has died.
14:16:20
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:16:20
SQ
Ragnar the Blade uses skill Quick Shot
14:16:22
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:16:22
SQ
Ragnar the Blade uses skill Quick Shot
14:16:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:16:22
SQ
Turn started for Orc Young
14:16:22
SQ
*
14:16:22
SQ
* Orc Young: Starting turn.
14:16:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:16:23
SQ
defensive score: 0.321429
14:16:23
SQ
defensive threshold: 6
14:16:23
SQ
-> Behaviors to pick from:
Engage.Melee (153.405)(*), Idle (1), Charge (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (153.405)(*), Idle (1), Charge (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
14:16:23
SQ
-> Behavior picked: Engage.Melee (153.405)
14:16:23
SQ
Orc Young uses skill Charge
14:16:25
SQ
defensive score: 0.321429
14:16:25
SQ
defensive threshold: 6
14:16:25
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend.Shieldwall (0), BreakFree (0), Charge (0), Defend (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Roam (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
Flee (9000)(*), Idle (1), Defend.Shieldwall (0), BreakFree (0), Charge (0), Defend (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Roam (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
14:16:25
SQ
-> Behavior picked: Flee (9000)
14:16:25
SQ
* Orc Young: Fleeing.
14:16:26
SQ
defensive score: 0.321429
14:16:26
SQ
defensive threshold: 6
14:16:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Ranged (0), Charge (0), Defend (0), Roam (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), Engage.Melee (0), Flee (0)
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Ranged (0), Charge (0), Defend (0), Roam (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), Engage.Melee (0), Flee (0)
14:16:26
SQ
-> Behavior picked: Idle (1)
14:16:26
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:16:26
SQ
* ---------------------------------------------------
14:16:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:16:27
SQ
Turn started for Orc Young
14:16:27
SQ
*
14:16:27
SQ
* Orc Young: Starting turn.
14:16:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:16:27
SQ
defensive score: 0.321429
14:16:27
SQ
defensive threshold: 6
14:16:27
SQ
-> Behaviors to pick from:
Engage.Melee (218.5)(*), Defend.Shieldwall (1.07254), Idle (1), Charge (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (218.5)(*), Defend.Shieldwall (1.07254), Idle (1), Charge (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
14:16:27
SQ
-> Behavior picked: Engage.Melee (218.5)
14:16:27
SQ
* Orc Young: Engaging to melee range with Thorismund Balduric (not visible), accepted_distance=0
14:16:27
SQ
Skill [Hidden] removed from [Orc Young].
14:16:28
SQ
* Orc Young: Reached engage destination
14:16:28
SQ
defensive score: 0.321429
14:16:28
SQ
defensive threshold: 6
14:16:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Swing (0), Charge (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Shieldwall (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
Idle (1)(*), Roam (0), BreakFree (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Swing (0), Charge (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Shieldwall (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
14:16:28
SQ
-> Behavior picked: Idle (1)
14:16:29
SQ
* Orc Young: Ending Turn with 3 of 9 AP left.
14:16:29
SQ
* ---------------------------------------------------
14:16:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:16:29
SQ
Turn started for Orc Young
14:16:29
SQ
*
14:16:29
SQ
* Orc Young: Starting turn.
14:16:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:16:29
SQ
defensive score: 0.321429
14:16:29
SQ
defensive threshold: 6
14:16:29
SQ
-> Behaviors to pick from:
Engage.Melee (276.719)(*), Defend.Shieldwall (6.75), Idle (1), Charge (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (276.719)(*), Defend.Shieldwall (6.75), Idle (1), Charge (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
14:16:29
SQ
-> Behavior picked: Engage.Melee (276.719)
14:16:30
SQ
Orc Young uses skill Charge
14:16:31
SQ
-> Behaviors to pick from:
Defend.Shieldwall (44.5066)(*), Attack.Default (12.5074)(*), Idle (1), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
Defend.Shieldwall (44.5066)(*), Attack.Default (12.5074)(*), Idle (1), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
14:16:31
SQ
-> Behavior picked: Defend.Shieldwall (44.5066)
14:16:31
SQ
* Orc Young: Using Shieldwall!
14:16:31
SQ
Orc Young uses skill Shieldwall
14:16:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0)
Idle (1)(*), Roam (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0)
14:16:31
SQ
-> Behavior picked: Idle (1)
14:16:31
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:16:31
SQ
* ---------------------------------------------------
14:16:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:16:32
SQ
Turn started for Orc Young
14:16:32
SQ
*
14:16:32
SQ
* Orc Young: Starting turn.
14:16:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:16:32
SQ
-> Behaviors to pick from:
Engage.Melee (191.427)(*), Idle (1), Charge (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (191.427)(*), Idle (1), Charge (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
14:16:32
SQ
-> Behavior picked: Engage.Melee (191.427)
14:16:33
SQ
* Orc Young: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
14:16:34
SQ
* Orc Young: Reached engage destination
14:16:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Attack.Default (0), Defend.Shieldwall (0), BreakFree (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Roam (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
Idle (1)(*), Charge (0), Attack.Default (0), Defend.Shieldwall (0), BreakFree (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Roam (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
14:16:34
SQ
-> Behavior picked: Idle (1)
14:16:34
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:16:34
SQ
* ---------------------------------------------------
14:16:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:16:34
SQ
Turn started for Orc Young
14:16:34
SQ
*
14:16:34
SQ
* Orc Young: Starting turn.
14:16:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:16:35
SQ
-> Behaviors to pick from:
Engage.Melee (216.2)(*), Idle (1), Defend.Shieldwall (0.998806), Attack.CrushArmor (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
Engage.Melee (216.2)(*), Idle (1), Defend.Shieldwall (0.998806), Attack.CrushArmor (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
14:16:35
SQ
-> Behavior picked: Engage.Melee (216.2)
14:16:35
SQ
* Orc Young: Engaging to melee range with Thorismund Balduric (visible), accepted_distance=0
14:16:36
SQ
* Orc Young: Reached engage destination
14:16:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Attack.Default (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Retreat (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Defend.Shieldwall (0), Attack.Default (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Retreat (0), Defend (0), Engage.Melee (0)
14:16:36
SQ
-> Behavior picked: Idle (1)
14:16:36
SQ
* Orc Young: Ending Turn with 3 of 9 AP left.
14:16:36
SQ
* ---------------------------------------------------
14:16:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:16:37
SQ
Turn started for Orc Young
14:16:37
SQ
*
14:16:37
SQ
* Orc Young: Starting turn.
14:16:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:16:37
SQ
-> Behaviors to pick from:
Engage.Melee (215.456)(*), SwitchTo.Ranged (108.771)(*), Idle (1), Charge (0), Attack.Default (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Flee (0), Defend (0), Retreat (0)
Engage.Melee (215.456)(*), SwitchTo.Ranged (108.771)(*), Idle (1), Charge (0), Attack.Default (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Flee (0), Defend (0), Retreat (0)
14:16:37
SQ
-> Behavior picked: SwitchTo.Ranged (108.771)
14:16:38
SQ
* Orc Young: Switching to ranged weapon!
14:16:38
SQ
-> Behaviors to pick from:
Attack.Default (21.6672)(*), Idle (1), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Flee (0), Defend (0), Retreat (0), Engage.Melee (0)
Attack.Default (21.6672)(*), Idle (1), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Flee (0), Defend (0), Retreat (0), Engage.Melee (0)
14:16:38
SQ
-> Behavior picked: Attack.Default (21.6672)
14:16:38
SQ
* Orc Young: Using Throw Javelin against Bjarne!
14:16:38
SQ
Orc Young uses skill Throw Javelin
14:16:40
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend (0), Charge (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend (0), Charge (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
14:16:40
SQ
-> Behavior picked: Idle (1)
14:16:40
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:16:40
SQ
* ---------------------------------------------------
14:16:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:16:41
SQ
Turn started for Orc Young
14:16:41
SQ
*
14:16:41
SQ
* Orc Young: Starting turn.
14:16:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:16:41
SQ
-> Behaviors to pick from:
Engage.Melee (209.597)(*), Idle (1), Attack.CrushArmor (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
Engage.Melee (209.597)(*), Idle (1), Attack.CrushArmor (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
14:16:41
SQ
-> Behavior picked: Engage.Melee (209.597)
14:16:42
SQ
* Orc Young: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
14:16:42
SQ
* Orc Young: Reached engage destination
14:16:42
SQ
-> Behaviors to pick from:
Attack.Default (23.9438)(*), Idle (1), BreakFree (0), Roam (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Charge (0), Flee (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend (0), Engage.Melee (0)
Attack.Default (23.9438)(*), Idle (1), BreakFree (0), Roam (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Charge (0), Flee (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend (0), Engage.Melee (0)
14:16:42
SQ
-> Behavior picked: Attack.Default (23.9438)
14:16:43
SQ
* Orc Young: Using Throw Javelin against Gothart!
14:16:43
SQ
Orc Young uses skill Throw Javelin
14:16:45
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Charge (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Roam (0), Defend (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Charge (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Roam (0), Defend (0), Engage.Melee (0), Attack.Default (0)
14:16:45
SQ
-> Behavior picked: Idle (1)
14:16:45
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:16:45
SQ
* ---------------------------------------------------
14:16:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:16:45
SQ
Turn started for Gothart
14:16:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:16:47
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:16:47
SQ
Gothart uses skill Reload
14:16:55
SQ
[Gothart] executes skill [Shoot Bolt] on target [Orc Young]
14:16:55
SQ
Gothart uses skill Shoot Bolt
14:16:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:16:56
SQ
Turn started for Thorismund Balduric
14:16:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:17:02
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Orc Young]
14:17:02
SQ
Thorismund Balduric uses skill Shoot Bolt
14:17:04
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:17:04
SQ
Thorismund Balduric uses skill Reload
14:17:04
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:17:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:17:04
SQ
Turn started for Torleif
14:17:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:17:07
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:17:07
SQ
Torleif uses skill Quick Shot
14:17:08
SQ
Orc Young has died.
14:17:10
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:17:10
SQ
Torleif uses skill Quick Shot
14:17:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:17:11
SQ
Turn started for Svein
14:17:11
SQ
Skill [Spearwall] removed from [Svein].
14:17:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:17:23
SQ
[Svein] executes skill [Thrust] on target [Orc Young]
14:17:23
SQ
Svein uses skill Thrust
14:17:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:17:23
SQ
Turn started for Orc Young
14:17:23
SQ
*
14:17:23
SQ
* Orc Young: Starting turn.
14:17:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:17:24
SQ
-> Behaviors to pick from:
Engage.Melee (309.062)(*), Defend.Shieldwall (6.68686), Idle (1), Charge (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (309.062)(*), Defend.Shieldwall (6.68686), Idle (1), Charge (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
14:17:24
SQ
-> Behavior picked: Engage.Melee (309.062)
14:17:24
SQ
Orc Young uses skill Charge
14:17:25
SQ
Skill [Shieldwall] removed from [Bjarne].
14:17:25
SQ
-> Behaviors to pick from:
Attack.Default (28.6458)(*), Defend.Shieldwall (18.0037)(*), Idle (1), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
Attack.Default (28.6458)(*), Defend.Shieldwall (18.0037)(*), Idle (1), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
14:17:25
SQ
-> Behavior picked: Defend.Shieldwall (18.0037)
14:17:25
SQ
* Orc Young: Using Shieldwall!
14:17:25
SQ
Orc Young uses skill Shieldwall
14:17:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Default (0)
14:17:25
SQ
-> Behavior picked: Idle (1)
14:17:26
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:17:26
SQ
* ---------------------------------------------------
14:17:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:17:26
SQ
Turn started for Bjarne
14:17:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:17:26
SQ
Skill [Stunned] removed from [Bjarne].
14:17:27
UI
ERROR: Failed to update entity. Reason: Entity id: 277935 not found.
14:17:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:17:27
SQ
Turn started for Winrich
14:17:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:17:32
SQ
[Winrich] executes skill [Shoot Bolt] on target [Orc Young]
14:17:32
SQ
Winrich uses skill Shoot Bolt
14:17:34
SQ
[Winrich] executes skill [Reload] on target [Winrich]
14:17:34
SQ
Winrich uses skill Reload
14:17:34
UI
ERROR: Failed to query entity skills data for entity (22767). Reason: Invalid result.
14:17:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:17:34
SQ
Turn started for Gunnar the Hound
14:17:34
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:17:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:17:37
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:17:37
SQ
Gunnar the Hound uses skill Spearwall
14:17:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:17:39
SQ
Turn started for Gerhard
14:17:39
SQ
Skill [Spearwall] removed from [Gerhard].
14:17:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:17:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:17:49
SQ
Turn started for Alfgeir
14:17:49
SQ
Skill [Spearwall] removed from [Alfgeir].
14:17:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:17:50
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:17:50
SQ
Alfgeir uses skill Spearwall
14:17:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:17:52
SQ
Turn started for Palaemon the Oldguard
14:17:52
SQ
Skill [Riposte] removed from [Palaemon the Oldguard].
14:17:52
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
14:17:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:17:57
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Orc Young]
14:17:57
SQ
Palaemon the Oldguard uses skill Slash
14:17:58
Resource
Loading: music/orcs_01.music
14:17:58
Resource
Unloading: music/orcs_02.music
14:17:59
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Orc Young]
14:17:59
SQ
Palaemon the Oldguard uses skill Slash
14:17:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:17:59
SQ
Turn started for Alantyr the Swift
14:17:59
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
14:18:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:18:03
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
14:18:03
SQ
Alantyr the Swift uses skill Reload
14:18:08
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Orc Young]
14:18:08
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
14:18:09
SQ
Orc Young has died.
14:18:17
SQ
Skill [Reload] removed from [Alantyr the Swift].
14:18:17
UI
equip item: 57361521
14:18:22
SQ
INFO: Next round issued: 3
14:18:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:18:22
SQ
Turn started for Orc Young
14:18:22
SQ
*
14:18:22
SQ
* Orc Young: Starting turn.
14:18:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:18:22
SQ
-> Behaviors to pick from:
Engage.Melee (375)(*), Defend.Shieldwall (5.01444), Idle (1), SwitchTo.Melee (0), Attack.Swing (0), BreakFree (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Knockback (0), Defend (0), Charge (0), Flee (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0)
Engage.Melee (375)(*), Defend.Shieldwall (5.01444), Idle (1), SwitchTo.Melee (0), Attack.Swing (0), BreakFree (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Knockback (0), Defend (0), Charge (0), Flee (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0)
14:18:22
SQ
-> Behavior picked: Engage.Melee (375)
14:18:23
SQ
Orc Young uses skill Charge
14:18:24
SQ
-> Behaviors to pick from:
Attack.Default (36.9868)(*), Defend.Shieldwall (19.2641)(*), Idle (1), Attack.Swing (0), Charge (0), BreakFree (0), Flee (0), Roam (0), Defend.Knockback (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Engage.Melee (0)
Attack.Default (36.9868)(*), Defend.Shieldwall (19.2641)(*), Idle (1), Attack.Swing (0), Charge (0), BreakFree (0), Flee (0), Roam (0), Defend.Knockback (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Engage.Melee (0)
14:18:24
SQ
-> Behavior picked: Attack.Default (36.9868)
14:18:24
SQ
* Orc Young: Using Bash against Bjarne!
14:18:24
SQ
Orc Young uses skill Bash
14:18:24
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Charge (0), SwitchTo.Ranged (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Defend (0), Retreat (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Flee (0), Charge (0), SwitchTo.Ranged (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Defend (0), Retreat (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Default (0)
14:18:24
SQ
-> Behavior picked: Idle (1)
14:18:24
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:18:24
SQ
* ---------------------------------------------------
14:18:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:18:25
SQ
Turn started for Orc Young
14:18:25
SQ
*
14:18:25
SQ
* Orc Young: Starting turn.
14:18:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:18:25
SQ
-> Behaviors to pick from:
Attack.Default (24.9091)(*), Defend.Shieldwall (13.4544)(*), Idle (1), BreakFree (0), Charge (0), Attack.Swing (0), Flee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Attack.SplitShield (0)
Attack.Default (24.9091)(*), Defend.Shieldwall (13.4544)(*), Idle (1), BreakFree (0), Charge (0), Attack.Swing (0), Flee (0), Attack.KnockOut (0), Defend.Knockback (0), Roam (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Retreat (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Attack.SplitShield (0)
14:18:25
SQ
-> Behavior picked: Attack.Default (24.9091)
14:18:26
SQ
* Orc Young: Using Throw Javelin against Bjarne!
14:18:26
SQ
Orc Young uses skill Throw Javelin
14:18:27
SQ
-> Behaviors to pick from:
Attack.Default (33.0756)(*), Defend.Shieldwall (13.3207)(*), Idle (1), Charge (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), Attack.Split (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.SplitShield (0), BreakFree (0)
Attack.Default (33.0756)(*), Defend.Shieldwall (13.3207)(*), Idle (1), Charge (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), Roam (0), Attack.Split (0), Retreat (0), Flee (0), SwitchTo.Melee (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.SplitShield (0), BreakFree (0)
14:18:27
SQ
-> Behavior picked: Attack.Default (33.0756)
14:18:27
SQ
* Orc Young: Using Throw Javelin against Gothart!
14:18:27
SQ
Orc Young uses skill Throw Javelin
14:18:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Flee (0), Defend.Knockback (0), Charge (0), Roam (0), Attack.Split (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Flee (0), Defend.Knockback (0), Charge (0), Roam (0), Attack.Split (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend (0), Attack.KnockOut (0), Engage.Melee (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0)
14:18:28
SQ
-> Behavior picked: Idle (1)
14:18:28
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:18:28
SQ
* ---------------------------------------------------
14:18:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:18:28
SQ
Turn started for Bjarne
14:18:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:18:29
SQ
Skill [Stunned] removed from [Bjarne].
14:18:29
UI
ERROR: Failed to update entity. Reason: Entity id: 277935 not found.
14:18:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:18:29
SQ
Turn started for Orc Young
14:18:29
SQ
*
14:18:29
SQ
* Orc Young: Starting turn.
14:18:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:18:30
SQ
-> Behaviors to pick from:
Attack.Default (20.7127)(*), Idle (1), Defend.Knockback (0), Flee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Defend (0), Attack.SplitShield (0), Retreat (0), Charge (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0)
Attack.Default (20.7127)(*), Idle (1), Defend.Knockback (0), Flee (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Defend (0), Attack.SplitShield (0), Retreat (0), Charge (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0)
14:18:30
SQ
-> Behavior picked: Attack.Default (20.7127)
14:18:30
SQ
* Orc Young: Using Throw Javelin against Bjarne!
14:18:30
SQ
Orc Young uses skill Throw Javelin
14:18:31
SQ
-> Behaviors to pick from:
Attack.Default (22.1274)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Defend (0), Attack.Split (0), Charge (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.CrushArmor (0), BreakFree (0), Flee (0)
Attack.Default (22.1274)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Defend (0), Attack.Split (0), Charge (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.CrushArmor (0), BreakFree (0), Flee (0)
14:18:31
SQ
-> Behavior picked: Attack.Default (22.1274)
14:18:31
SQ
* Orc Young: Using Throw Javelin against Bjarne!
14:18:31
SQ
Orc Young uses skill Throw Javelin
14:18:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Defend (0), Attack.Split (0), Charge (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.KnockOut (0), BreakFree (0), Flee (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Defend (0), Attack.Split (0), Charge (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.KnockOut (0), BreakFree (0), Flee (0), Attack.Default (0)
14:18:33
SQ
-> Behavior picked: Idle (1)
14:18:33
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:18:33
SQ
* ---------------------------------------------------
14:18:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:18:33
SQ
Turn started for Ragnar the Blade
14:18:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:18:38
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:18:38
SQ
Ragnar the Blade uses skill Quick Shot
14:18:40
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:18:40
SQ
Ragnar the Blade uses skill Quick Shot
14:18:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:18:41
SQ
Turn started for Gothart
14:18:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:18:43
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:18:43
SQ
Gothart uses skill Reload
14:18:47
SQ
[Gothart] executes skill [Shoot Bolt] on target [Orc Young]
14:18:47
SQ
Gothart uses skill Shoot Bolt
14:18:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:18:48
SQ
Turn started for Orc Young
14:18:48
SQ
*
14:18:48
SQ
* Orc Young: Starting turn.
14:18:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:18:48
SQ
-> Behaviors to pick from:
Attack.Default (44.8533)(*), Idle (1), BreakFree (0), Defend (0), Defend.Knockback (0), Flee (0), Roam (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Engage.Melee (0), Charge (0)
Attack.Default (44.8533)(*), Idle (1), BreakFree (0), Defend (0), Defend.Knockback (0), Flee (0), Roam (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Engage.Melee (0), Charge (0)
14:18:48
SQ
-> Behavior picked: Attack.Default (44.8533)
14:18:49
SQ
* Orc Young: Using Cleave against Svein!
14:18:49
SQ
Orc Young uses skill Cleave
14:18:49
SQ
-> Behaviors to pick from:
Attack.Default (40.3318)(*), Idle (1), Defend.Knockback (0), Flee (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Charge (0), Defend (0)
Attack.Default (40.3318)(*), Idle (1), Defend.Knockback (0), Flee (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.KnockOut (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Charge (0), Defend (0)
14:18:49
SQ
-> Behavior picked: Attack.Default (40.3318)
14:18:49
SQ
* Orc Young: Using Cleave against Svein!
14:18:49
SQ
Orc Young uses skill Cleave
14:18:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Charge (0), Defend (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Engage.Melee (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Charge (0), Defend (0), Attack.Default (0)
14:18:50
SQ
-> Behavior picked: Idle (1)
14:18:50
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:18:50
SQ
* ---------------------------------------------------
14:18:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:18:50
SQ
Turn started for Svein
14:18:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:18:53
SQ
[Svein] executes skill [Thrust] on target [Orc Young]
14:18:53
SQ
Svein uses skill Thrust
14:18:54
SQ
[Svein] executes skill [Thrust] on target [Orc Young]
14:18:54
SQ
Svein uses skill Thrust
14:18:54
SQ
Orc Young has died.
14:18:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:18:55
SQ
Turn started for Thorismund Balduric
14:18:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:19:04
UI
equip item: 53057157
14:19:11
SQ
[Thorismund Balduric] executes skill [Impale] on target [Orc Young]
14:19:11
SQ
Thorismund Balduric uses skill Impale
14:19:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:19:13
SQ
Turn started for Gerhard
14:19:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:19:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:19:19
SQ
Turn started for Torleif
14:19:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:19:25
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:19:25
SQ
Torleif uses skill Quick Shot
14:19:26
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:19:26
SQ
Torleif uses skill Quick Shot
14:19:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:19:27
SQ
Turn started for Winrich
14:19:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:19:33
UI
equip item: 50303260
14:19:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:19:39
SQ
Turn started for Orc Young
14:19:39
SQ
Skill [Shieldwall] removed from [Orc Young].
14:19:39
SQ
*
14:19:39
SQ
* Orc Young: Starting turn.
14:19:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:19:39
SQ
-> Behaviors to pick from:
Defend.Shieldwall (33.6442)(*), Attack.Default (17.3896)(*), Idle (1), Defend (0), Attack.Split (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), Charge (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Retreat (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0)
Defend.Shieldwall (33.6442)(*), Attack.Default (17.3896)(*), Idle (1), Defend (0), Attack.Split (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Flee (0), Charge (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Retreat (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0)
14:19:39
SQ
-> Behavior picked: Defend.Shieldwall (33.6442)
14:19:40
SQ
* Orc Young: Using Shieldwall!
14:19:40
SQ
Orc Young uses skill Shieldwall
14:19:40
SQ
-> Behaviors to pick from:
Attack.Default (25.4989)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Flee (0), Charge (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Roam (0), Defend.Shieldwall (0)
Attack.Default (25.4989)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Flee (0), Charge (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Roam (0), Defend.Shieldwall (0)
14:19:40
SQ
-> Behavior picked: Attack.Default (25.4989)
14:19:40
SQ
* Orc Young: Using Cleave against Palaemon the Oldguard!
14:19:40
SQ
Orc Young uses skill Cleave
14:19:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Defend (0), SwitchTo.Melee (0), Charge (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Defend (0), SwitchTo.Melee (0), Charge (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Attack.Default (0)
14:19:41
SQ
-> Behavior picked: Idle (1)
14:19:41
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:19:41
SQ
* ---------------------------------------------------
14:19:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:19:41
SQ
Turn started for Gunnar the Hound
14:19:41
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:19:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:19:45
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:19:45
SQ
Gunnar the Hound uses skill Spearwall
14:19:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:19:47
SQ
Turn started for Alfgeir
14:19:47
SQ
Skill [Spearwall] removed from [Alfgeir].
14:19:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:19:49
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:19:49
SQ
Alfgeir uses skill Spearwall
14:19:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:19:51
SQ
Turn started for Orc Young
14:19:51
SQ
Skill [Shieldwall] removed from [Orc Young].
14:19:51
SQ
*
14:19:51
SQ
* Orc Young: Starting turn.
14:19:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:19:51
SQ
-> Behaviors to pick from:
Attack.Default (33.8494)(*), Defend.Shieldwall (18.0849)(*), Attack.KnockOut (15.0522)(*), Idle (1), Defend (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Charge (0), Retreat (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0)
Attack.Default (33.8494)(*), Defend.Shieldwall (18.0849)(*), Attack.KnockOut (15.0522)(*), Idle (1), Defend (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Charge (0), Retreat (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0)
14:19:51
SQ
-> Behavior picked: Attack.Default (33.8494)
14:19:52
SQ
* Orc Young: Using Bash against Bjarne!
14:19:52
SQ
Orc Young uses skill Bash
14:19:52
SQ
-> Behaviors to pick from:
Attack.Default (34.3356)(*), Defend.Shieldwall (17.7292)(*), Attack.KnockOut (14.3264)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), Charge (0), Flee (0), Attack.Swing (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), Attack.CrushArmor (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0)
Attack.Default (34.3356)(*), Defend.Shieldwall (17.7292)(*), Attack.KnockOut (14.3264)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), Charge (0), Flee (0), Attack.Swing (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), Attack.CrushArmor (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0)
14:19:52
SQ
-> Behavior picked: Attack.KnockOut (14.3264)
14:19:52
SQ
* Orc Young: Using Knock Out against Bjarne!
14:19:52
SQ
Orc Young uses skill Knock Out
14:19:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Charge (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Roam (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Charge (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Roam (0), Defend.Knockback (0), Attack.Default (0)
14:19:53
SQ
-> Behavior picked: Idle (1)
14:19:53
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:19:53
SQ
* ---------------------------------------------------
14:19:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:19:53
SQ
Turn started for Palaemon the Oldguard
14:19:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:19:56
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Orc Young]
14:19:56
SQ
Palaemon the Oldguard uses skill Slash
14:19:56
SQ
Skill [Shieldwall] removed from [Orc Young].
14:19:58
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Orc Young]
14:19:58
SQ
Palaemon the Oldguard uses skill Slash
14:19:58
SQ
Orc Young has died.
14:19:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:19:58
SQ
Turn started for Alantyr the Swift
14:19:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:20:03
SQ
INFO: Next round issued: 4
14:20:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:20:04
SQ
Turn started for Bjarne
14:20:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:20:07
SQ
[Bjarne] executes skill [Shieldwall] on target [Bjarne]
14:20:07
SQ
Bjarne uses skill Shieldwall
14:20:11
SQ
[Bjarne] executes skill [Cleave] on target [Orc Young]
14:20:11
SQ
Bjarne uses skill Cleave
14:20:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:20:11
SQ
Turn started for Gerhard
14:20:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:20:14
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
14:20:14
SQ
Gerhard uses skill Spearwall
14:20:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:20:15
SQ
Turn started for Gothart
14:20:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:20:17
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:20:17
SQ
Gothart uses skill Reload
14:20:24
SQ
[Gothart] executes skill [Shoot Bolt] on target [Orc Young]
14:20:24
SQ
Gothart uses skill Shoot Bolt
14:20:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:20:25
SQ
Turn started for Svein
14:20:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:20:29
SQ
Skill [Hidden] removed from [Svein].
14:20:31
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:20:31
SQ
Svein uses skill Spearwall
14:20:31
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
14:20:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:20:31
SQ
Turn started for Thorismund Balduric
14:20:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:20:39
SQ
[Thorismund Balduric] executes skill [Impale] on target [Orc Young]
14:20:39
SQ
Thorismund Balduric uses skill Impale
14:20:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:20:42
SQ
Turn started for Ragnar the Blade
14:20:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:20:44
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:20:44
SQ
Ragnar the Blade uses skill Quick Shot
14:20:47
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:20:47
SQ
Ragnar the Blade uses skill Quick Shot
14:20:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:20:47
SQ
Turn started for Orc Young
14:20:47
SQ
*
14:20:47
SQ
* Orc Young: Starting turn.
14:20:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:20:48
SQ
-> Behaviors to pick from:
Attack.Default (45.0664)(*), Attack.KnockOut (38.356)(*), Defend.Shieldwall (22.015)(*), Idle (1), SwitchTo.Ranged (0), Roam (0), Flee (0), Defend (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Engage.Melee (0), Charge (0), BreakFree (0)
Attack.Default (45.0664)(*), Attack.KnockOut (38.356)(*), Defend.Shieldwall (22.015)(*), Idle (1), SwitchTo.Ranged (0), Roam (0), Flee (0), Defend (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Engage.Melee (0), Charge (0), BreakFree (0)
14:20:48
SQ
-> Behavior picked: Attack.KnockOut (38.356)
14:20:48
SQ
* Orc Young: Using Knock Out against Winrich!
14:20:48
SQ
Orc Young uses skill Knock Out
14:20:48
SQ
-> Behaviors to pick from:
Attack.Default (40.8923)(*), Attack.KnockOut (36.3657)(*), Defend.Shieldwall (21.5393)(*), Idle (1), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), Retreat (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), Charge (0), BreakFree (0), Defend (0)
Attack.Default (40.8923)(*), Attack.KnockOut (36.3657)(*), Defend.Shieldwall (21.5393)(*), Idle (1), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), Retreat (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), Charge (0), BreakFree (0), Defend (0)
14:20:48
SQ
-> Behavior picked: Defend.Shieldwall (21.5393)
14:20:49
SQ
* Orc Young: Using Shieldwall!
14:20:49
SQ
Orc Young uses skill Shieldwall
14:20:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Charge (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Flee (0), Defend.Knockback (0), Retreat (0), Attack.KnockOut (0), BreakFree (0), Defend (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Split (0), Engage.Melee (0), Charge (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Flee (0), Defend.Knockback (0), Retreat (0), Attack.KnockOut (0), BreakFree (0), Defend (0), Attack.Default (0)
14:20:49
SQ
-> Behavior picked: Idle (1)
14:20:49
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:20:49
SQ
* ---------------------------------------------------
14:20:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:20:50
SQ
Turn started for Orc Young
14:20:50
SQ
*
14:20:50
SQ
* Orc Young: Starting turn.
14:20:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:20:50
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (22.4236), Idle (1), Attack.SplitShield (0), Charge (0), Retreat (0), Engage.Melee (0), Roam (0), Defend (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Defend.Knockback (0), Flee (0), Attack.Default (0), Attack.Swing (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (22.4236), Idle (1), Attack.SplitShield (0), Charge (0), Retreat (0), Engage.Melee (0), Roam (0), Defend (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Defend.Knockback (0), Flee (0), Attack.Default (0), Attack.Swing (0)
14:20:50
SQ
-> Behavior picked: SwitchTo.Melee (150)
14:20:51
SQ
* Orc Young: Switching to melee weapon!
14:20:51
SQ
-> Behaviors to pick from:
Engage.Melee (184.615)(*), Defend.Shieldwall (4.17201), Idle (1), Charge (0), Attack.CrushArmor (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Knockback (0), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Melee (0)
Engage.Melee (184.615)(*), Defend.Shieldwall (4.17201), Idle (1), Charge (0), Attack.CrushArmor (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Knockback (0), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Melee (0)
14:20:51
SQ
-> Behavior picked: Engage.Melee (184.615)
14:20:51
SQ
* Orc Young: Engaging to melee range with Thorismund Balduric (visible), accepted_distance=0
14:20:51
SQ
* Orc Young: Reached engage destination
14:20:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend (0), Charge (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Shieldwall (0), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend (0), Charge (0), Attack.Split (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Shieldwall (0), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Melee (0), Engage.Melee (0)
14:20:51
SQ
-> Behavior picked: Idle (1)
14:20:51
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:20:51
SQ
* ---------------------------------------------------
14:20:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:20:52
SQ
Turn started for Winrich
14:20:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:20:55
SQ
[Winrich] executes skill [Slash] on target [Orc Young]
14:20:55
SQ
Winrich uses skill Slash
14:20:57
SQ
[Winrich] executes skill [Slash] on target [Orc Young]
14:20:57
SQ
Winrich uses skill Slash
14:20:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:20:57
SQ
Turn started for Orc Young
14:20:57
SQ
*
14:20:57
SQ
* Orc Young: Starting turn.
14:20:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:20:57
SQ
-> Behaviors to pick from:
Attack.Default (32.2629)(*), Defend.Shieldwall (13.3207)(*), Idle (1), Flee (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend (0), Attack.Split (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Melee (0), Charge (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Swing (0)
Attack.Default (32.2629)(*), Defend.Shieldwall (13.3207)(*), Idle (1), Flee (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend (0), Attack.Split (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Melee (0), Charge (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Swing (0)
14:20:57
SQ
-> Behavior picked: Attack.Default (32.2629)
14:20:58
SQ
* Orc Young: Using Throw Javelin against Ragnar the Blade!
14:20:58
SQ
Orc Young uses skill Throw Javelin
14:20:59
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (13.1118), Idle (1), Defend.Knockback (0), Charge (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Split (0), Flee (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Default (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (13.1118), Idle (1), Defend.Knockback (0), Charge (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Split (0), Flee (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Default (0)
14:20:59
SQ
-> Behavior picked: SwitchTo.Melee (150)
14:20:59
SQ
* Orc Young: Switching to melee weapon!
14:20:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Charge (0), Engage.Melee (0), Retreat (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Flee (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Charge (0), Engage.Melee (0), Retreat (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Flee (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Default (0), SwitchTo.Melee (0)
14:20:59
SQ
-> Behavior picked: Idle (1)
14:20:59
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:20:59
SQ
* ---------------------------------------------------
14:20:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:20:59
SQ
Turn started for Torleif
14:21:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:21:03
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:21:03
SQ
Torleif uses skill Quick Shot
14:21:04
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:21:04
SQ
Torleif uses skill Quick Shot
14:21:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:21:05
SQ
Turn started for Gunnar the Hound
14:21:05
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:21:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:21:07
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:21:07
SQ
Gunnar the Hound uses skill Spearwall
14:21:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:21:09
SQ
Turn started for Alfgeir
14:21:09
SQ
Skill [Spearwall] removed from [Alfgeir].
14:21:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:21:10
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:21:10
SQ
Alfgeir uses skill Spearwall
14:21:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:21:12
SQ
Turn started for Palaemon the Oldguard
14:21:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:21:15
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
14:21:15
SQ
Palaemon the Oldguard uses skill Shieldwall
14:21:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:21:17
SQ
Turn started for Alantyr the Swift
14:21:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:21:20
SQ
TurnSequenceBar::entityWaitTurn(Alantyr the Swift)
14:21:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:21:20
SQ
Turn started for Orc Young
14:21:20
SQ
*
14:21:20
SQ
* Orc Young: Starting turn.
14:21:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:21:21
SQ
-> Behaviors to pick from:
Defend.Shieldwall (36.1864)(*), Defend.Knockback (23.8308)(*), Attack.Default (23.4989)(*), Attack.KnockOut (3.31954), Idle (1), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), BreakFree (0), Engage.Melee (0), Charge (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Defend (0)
Defend.Shieldwall (36.1864)(*), Defend.Knockback (23.8308)(*), Attack.Default (23.4989)(*), Attack.KnockOut (3.31954), Idle (1), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), BreakFree (0), Engage.Melee (0), Charge (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Defend (0)
14:21:21
SQ
-> Behavior picked: Defend.Shieldwall (36.1864)
14:21:21
SQ
* Orc Young: Using Shieldwall!
14:21:21
SQ
Orc Young uses skill Shieldwall
14:21:21
SQ
-> Behaviors to pick from:
Attack.Default (23.3108)(*), Idle (1), BreakFree (0), Charge (0), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Knockback (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0)
Attack.Default (23.3108)(*), Idle (1), BreakFree (0), Charge (0), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Knockback (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0)
14:21:21
SQ
-> Behavior picked: Attack.Default (23.3108)
14:21:22
SQ
* Orc Young: Using Bash against Bjarne!
14:21:22
SQ
Orc Young uses skill Bash
14:21:22
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), SwitchTo.Ranged (0), Attack.Split (0), Retreat (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Knockback (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), Attack.SplitShield (0), Charge (0), Defend (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), SwitchTo.Ranged (0), Attack.Split (0), Retreat (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Engage.Melee (0), Defend.Knockback (0), Attack.CrushArmor (0), Flee (0), SwitchTo.Melee (0), Attack.SplitShield (0), Charge (0), Defend (0), Defend.Shieldwall (0), Attack.Default (0)
14:21:22
SQ
-> Behavior picked: Idle (1)
14:21:23
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:21:23
SQ
* ---------------------------------------------------
14:21:23
UI
ERROR: Failed to update entity. Reason: Entity id: 3025403 not found.
14:21:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:21:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:21:25
SQ
INFO: Next round issued: 5
14:21:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:21:26
SQ
Turn started for Gothart
14:21:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:21:28
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:21:28
SQ
Gothart uses skill Reload
14:21:31
SQ
[Gothart] executes skill [Shoot Bolt] on target [Orc Young]
14:21:31
SQ
Gothart uses skill Shoot Bolt
14:21:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:21:32
SQ
Turn started for Thorismund Balduric
14:21:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:21:40
SQ
[Thorismund Balduric] executes skill [Impale] on target [Orc Young]
14:21:40
SQ
Thorismund Balduric uses skill Impale
14:21:40
SQ
Orc Young has died.
14:21:40
SQ
Skill [Shieldwall] removed from [Orc Young].
14:21:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:21:43
SQ
Turn started for Orc Young
14:21:43
SQ
*
14:21:43
SQ
* Orc Young: Starting turn.
14:21:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:21:43
SQ
-> Behaviors to pick from:
Retreat (262.5)(*), Engage.Melee (237.188)(*), Defend.Shieldwall (6.71285), Idle (1), Defend.Knockback (0), Defend (0), Attack.KnockOut (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Flee (0), Attack.SplitShield (0), Charge (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0)
Retreat (262.5)(*), Engage.Melee (237.188)(*), Defend.Shieldwall (6.71285), Idle (1), Defend.Knockback (0), Defend (0), Attack.KnockOut (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Flee (0), Attack.SplitShield (0), Charge (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0)
14:21:43
SQ
-> Behavior picked: Engage.Melee (237.188)
14:21:44
SQ
Orc Young uses skill Charge
14:21:45
SQ
-> Behaviors to pick from:
Attack.SplitShield (70.8982)(*), Defend.Shieldwall (21.6165)(*), Attack.Default (12.9037), Idle (1), Defend.Knockback (0), Flee (0), Defend (0), BreakFree (0), Roam (0), Charge (0), Attack.KnockOut (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Retreat (0)
Attack.SplitShield (70.8982)(*), Defend.Shieldwall (21.6165)(*), Attack.Default (12.9037), Idle (1), Defend.Knockback (0), Flee (0), Defend (0), BreakFree (0), Roam (0), Charge (0), Attack.KnockOut (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Retreat (0)
14:21:45
SQ
-> Behavior picked: Defend.Shieldwall (21.6165)
14:21:45
SQ
* Orc Young: Using Shieldwall!
14:21:45
SQ
Orc Young uses skill Shieldwall
14:21:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend (0), Defend.Knockback (0), Flee (0), Engage.Melee (0), Attack.Split (0), Roam (0), Charge (0), Attack.KnockOut (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Retreat (0), Attack.SplitShield (0)
Idle (1)(*), Attack.Default (0), Defend (0), Defend.Knockback (0), Flee (0), Engage.Melee (0), Attack.Split (0), Roam (0), Charge (0), Attack.KnockOut (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Retreat (0), Attack.SplitShield (0)
14:21:45
SQ
-> Behavior picked: Idle (1)
14:21:45
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:21:45
SQ
* ---------------------------------------------------
14:21:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:21:46
SQ
Turn started for Gerhard
14:21:46
SQ
Skill [Spearwall] removed from [Gerhard].
14:21:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:21:48
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
14:21:48
SQ
Gerhard uses skill Spearwall
14:21:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:21:49
SQ
Turn started for Bjarne
14:21:49
SQ
Skill [Shieldwall] removed from [Bjarne].
14:21:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:21:52
SQ
[Bjarne] executes skill [Cleave] on target [Orc Young]
14:21:52
SQ
Bjarne uses skill Cleave
14:21:53
SQ
[Bjarne] executes skill [Cleave] on target [Orc Young]
14:21:53
SQ
Bjarne uses skill Cleave
14:21:53
SQ
Orc Young has died.
14:21:54
SQ
Skill [Shieldwall] removed from [Orc Young].
14:21:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:21:54
SQ
Turn started for Svein
14:21:54
SQ
Skill [Spearwall] removed from [Svein].
14:21:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:21:58
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:21:58
SQ
Svein uses skill Spearwall
14:21:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:21:59
SQ
Turn started for Orc Young
14:21:59
SQ
*
14:21:59
SQ
* Orc Young: Starting turn.
14:21:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:21:59
SQ
-> Behaviors to pick from:
Retreat (287.5)(*), Engage.Melee (169.348)(*), Defend.Shieldwall (11.2491), Idle (1), BreakFree (0), Attack.SplitShield (0), Defend (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Charge (0), Attack.Default (0), SwitchTo.Melee (0), Attack.CrushArmor (0)
Retreat (287.5)(*), Engage.Melee (169.348)(*), Defend.Shieldwall (11.2491), Idle (1), BreakFree (0), Attack.SplitShield (0), Defend (0), Roam (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Flee (0), Attack.KnockOut (0), Charge (0), Attack.Default (0), SwitchTo.Melee (0), Attack.CrushArmor (0)
14:21:59
SQ
-> Behavior picked: Retreat (287.5)
14:22:00
SQ
* Orc Young: Retreating.
14:22:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:22:01
SQ
Turn started for Ragnar the Blade
14:22:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:22:06
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Young]
14:22:06
SQ
Ragnar the Blade uses skill Quick Shot
14:22:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:22:11
SQ
Turn started for Winrich
14:22:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:22:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:22:17
SQ
Turn started for Alantyr the Swift
14:22:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:22:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:22:23
SQ
Turn started for Torleif
14:22:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:22:26
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:22:26
SQ
Torleif uses skill Quick Shot
14:22:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:22:28
SQ
Turn started for Gunnar the Hound
14:22:28
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:22:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:22:33
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:22:33
SQ
Gunnar the Hound uses skill Spearwall
14:22:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:22:34
SQ
Turn started for Palaemon the Oldguard
14:22:34
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
14:22:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:22:37
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Orc Young]
14:22:37
SQ
Palaemon the Oldguard uses skill Slash
14:22:37
SQ
Orc Young has died.
14:22:37
SQ
Skill [Shieldwall] removed from [Orc Young].
14:22:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:22:41
SQ
Turn started for Alfgeir
14:22:41
SQ
Skill [Spearwall] removed from [Alfgeir].
14:22:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:22:44
SQ
[Alfgeir] executes skill [Shieldwall] on target [Alfgeir]
14:22:44
SQ
Alfgeir uses skill Shieldwall
14:22:46
SQ
INFO: Next round issued: 6
14:22:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:22:46
SQ
Turn started for Thorismund Balduric
14:22:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:22:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:22:51
SQ
Turn started for Orc Young
14:22:51
SQ
*
14:22:51
SQ
* Orc Young: Starting turn.
14:22:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:22:52
SQ
defensive score: 0
14:22:52
SQ
defensive threshold: 6
14:22:52
SQ
-> Behaviors to pick from:
Defend.Shieldwall (340.188)(*), Retreat (312.5)(*), Engage.Melee (129.429)(*), Idle (1), BreakFree (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Defend (0), Charge (0), Attack.Default (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0)
Defend.Shieldwall (340.188)(*), Retreat (312.5)(*), Engage.Melee (129.429)(*), Idle (1), BreakFree (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Defend (0), Charge (0), Attack.Default (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0)
14:22:52
SQ
-> Behavior picked: Engage.Melee (129.429)
14:22:52
SQ
Orc Young uses skill Charge
14:22:54
SQ
defensive score: 0
14:22:54
SQ
defensive threshold: 6
14:22:54
SQ
-> Behaviors to pick from:
Retreat (312.5)(*), Engage.Melee (194.143)(*), Defend.Shieldwall (28.918), Idle (1), BreakFree (0), Flee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Charge (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), Defend.Knockback (0)
Retreat (312.5)(*), Engage.Melee (194.143)(*), Defend.Shieldwall (28.918), Idle (1), BreakFree (0), Flee (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Charge (0), Attack.Split (0), Attack.Default (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), Defend.Knockback (0)
14:22:54
SQ
-> Behavior picked: Retreat (312.5)
14:22:54
SQ
* Orc Young: Retreating.
14:22:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:22:55
SQ
Turn started for Gothart
14:22:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:22:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:22:58
SQ
Turn started for Winrich
14:22:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:23:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:23:02
SQ
Turn started for Ragnar the Blade
14:23:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:23:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:23:13
SQ
Turn started for Gerhard
14:23:13
SQ
Skill [Spearwall] removed from [Gerhard].
14:23:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:23:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:23:17
SQ
Turn started for Bjarne
14:23:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:23:19
Resource
Loading: music/orcs_02.music
14:23:19
Resource
Unloading: music/orcs_01.music
14:23:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:23:23
SQ
Turn started for Alantyr the Swift
14:23:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:23:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:23:27
SQ
Turn started for Svein
14:23:27
SQ
Skill [Spearwall] removed from [Svein].
14:23:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:23:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:23:31
SQ
Turn started for Torleif
14:23:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:23:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:23:34
SQ
Turn started for Palaemon the Oldguard
14:23:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:23:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:23:39
SQ
Turn started for Alfgeir
14:23:39
SQ
Skill [Shieldwall] removed from [Alfgeir].
14:23:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:23:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:23:43
SQ
Turn started for Gunnar the Hound
14:23:43
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:23:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:23:47
SQ
INFO: Next round issued: 7
14:23:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:23:47
SQ
Turn started for Gothart
14:23:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:23:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:23:49
SQ
Turn started for Thorismund Balduric
14:23:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:23:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:23:54
SQ
Turn started for Winrich
14:23:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:23:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:23:59
SQ
Turn started for Svein
14:24:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:24:01
SQ
[Svein] executes skill [Shieldwall] on target [Svein]
14:24:01
SQ
Svein uses skill Shieldwall
14:24:03
SQ
[Svein] executes skill [Thrust] on target [Orc Young]
14:24:03
SQ
Svein uses skill Thrust
14:24:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:24:03
SQ
Turn started for Gerhard
14:24:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:24:07
SQ
[Gerhard] executes skill [Shieldwall] on target [Gerhard]
14:24:07
SQ
Gerhard uses skill Shieldwall
14:24:07
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
14:24:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:24:07
SQ
Turn started for Orc Young
14:24:07
SQ
*
14:24:07
SQ
* Orc Young: Starting turn.
14:24:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:24:07
SQ
-> Behaviors to pick from:
Defend.Shieldwall (44.1976)(*), Attack.Default (28.8603)(*), Idle (1), BreakFree (0), Charge (0), Flee (0), Attack.Split (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Defend.Knockback (0), Retreat (0)
Defend.Shieldwall (44.1976)(*), Attack.Default (28.8603)(*), Idle (1), BreakFree (0), Charge (0), Flee (0), Attack.Split (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Defend.Knockback (0), Retreat (0)
14:24:07
SQ
-> Behavior picked: Defend.Shieldwall (44.1976)
14:24:08
SQ
* Orc Young: Using Shieldwall!
14:24:08
SQ
Orc Young uses skill Shieldwall
14:24:08
SQ
-> Behaviors to pick from:
Attack.Default (26.9103)(*), Idle (1), Charge (0), SwitchTo.Melee (0), Flee (0), Attack.Split (0), Engage.Melee (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.SplitShield (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Defend.Shieldwall (0)
Attack.Default (26.9103)(*), Idle (1), Charge (0), SwitchTo.Melee (0), Flee (0), Attack.Split (0), Engage.Melee (0), Attack.Swing (0), Defend (0), Attack.KnockOut (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.SplitShield (0), BreakFree (0), Defend.Knockback (0), Retreat (0), Defend.Shieldwall (0)
14:24:08
SQ
-> Behavior picked: Attack.Default (26.9103)
14:24:09
SQ
* Orc Young: Using Slash against Svein!
14:24:09
SQ
Orc Young uses skill Slash
14:24:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Engage.Melee (0), Flee (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Defend (0), Attack.KnockOut (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Retreat (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Charge (0), Engage.Melee (0), Flee (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Defend (0), Attack.KnockOut (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Retreat (0), Defend.Shieldwall (0), Attack.Default (0)
14:24:09
SQ
-> Behavior picked: Idle (1)
14:24:09
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:24:09
SQ
* ---------------------------------------------------
14:24:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:24:09
SQ
Turn started for Alantyr the Swift
14:24:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:24:13
SQ
[Alantyr the Swift] executes skill [Impale] on target [Orc Young]
14:24:13
SQ
Alantyr the Swift uses skill Impale
14:24:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:24:15
SQ
Turn started for Bjarne
14:24:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:24:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:24:17
SQ
Turn started for Ragnar the Blade
14:24:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:24:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:24:21
SQ
Turn started for Torleif
14:24:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:24:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:24:25
SQ
Turn started for Palaemon the Oldguard
14:24:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:24:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:24:30
SQ
Turn started for Gunnar the Hound
14:24:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:24:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:24:32
SQ
Turn started for Alfgeir
14:24:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:24:37
SQ
[Alfgeir] executes skill [Shieldwall] on target [Alfgeir]
14:24:37
SQ
Alfgeir uses skill Shieldwall
14:24:37
SQ
INFO: Next round issued: 8
14:24:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:24:37
SQ
Turn started for Gothart
14:24:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:24:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:24:41
SQ
Turn started for Thorismund Balduric
14:24:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:24:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:24:45
SQ
Turn started for Winrich
14:24:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:24:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:24:50
SQ
Turn started for Bjarne
14:24:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:24:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:24:52
SQ
Turn started for Alantyr the Swift
14:24:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:25:00
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
14:25:00
SQ
Alantyr the Swift uses skill Perfect Focus
14:25:03
SQ
[Alantyr the Swift] executes skill [Impale] on target [Orc Young]
14:25:03
SQ
Alantyr the Swift uses skill Impale
14:25:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:25:07
SQ
Turn started for Orc Young
14:25:07
SQ
Skill [Shieldwall] removed from [Orc Young].
14:25:07
SQ
*
14:25:07
SQ
* Orc Young: Starting turn.
14:25:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:25:08
SQ
-> Behaviors to pick from:
Defend.Shieldwall (44.1491)(*), Attack.Default (22.6203)(*), Idle (1), Attack.Split (0), BreakFree (0), Engage.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Defend (0), Flee (0), Charge (0)
Defend.Shieldwall (44.1491)(*), Attack.Default (22.6203)(*), Idle (1), Attack.Split (0), BreakFree (0), Engage.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Defend (0), Flee (0), Charge (0)
14:25:08
SQ
-> Behavior picked: Defend.Shieldwall (44.1491)
14:25:08
SQ
* Orc Young: Using Shieldwall!
14:25:08
SQ
Orc Young uses skill Shieldwall
14:25:08
SQ
-> Behaviors to pick from:
Attack.Default (16.3803)(*), Idle (1), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Retreat (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Charge (0), Defend.Shieldwall (0)
Attack.Default (16.3803)(*), Idle (1), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Retreat (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Split (0), Flee (0), Charge (0), Defend.Shieldwall (0)
14:25:08
SQ
-> Behavior picked: Attack.Default (16.3803)
14:25:09
SQ
* Orc Young: Using Slash against Svein!
14:25:09
SQ
Orc Young uses skill Slash
14:25:09
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Attack.Swing (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Split (0), Flee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Attack.Swing (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0)
14:25:09
SQ
-> Behavior picked: Idle (1)
14:25:09
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:25:09
SQ
* ---------------------------------------------------
14:25:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:25:10
SQ
Turn started for Gerhard
14:25:10
SQ
Skill [Shieldwall] removed from [Gerhard].
14:25:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:25:13
SQ
[Gerhard] executes skill [Thrust] on target [Orc Young]
14:25:13
SQ
Gerhard uses skill Thrust
14:25:13
SQ
Orc Young has died.
14:25:13
SQ
Skill [Shieldwall] removed from [Orc Young].
14:25:13
Resource
Unloading: gfx/orientation_overlay.png
14:25:13
SQ
Skill [Shieldwall] removed from [Alfgeir].
14:25:13
SQ
Skill [Shieldwall] removed from [Svein].
14:25:13
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
14:25:13
SQ
Skill [Reload] removed from [Gothart].
14:25:17
Resource
Loading: music/victory_01.music
14:25:17
Resource
Unloading: music/orcs_02.music
14:25:48
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:25:48
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:25:48
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
14:25:48
SQ
World::onCombatFinished
14:25:48
SQ
TacticalState::onFinish
14:25:48
Resource
Unloading: gfx/object_0.png
14:25:48
Resource
Unloading: gfx/detail.png
14:25:48
Resource
Unloading Resource Package "Temporary Tactical Resources".
14:25:48
Resource
Unloading: sounds/enemies/orc_hurt_01.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_hurt_02.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_hurt_03.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_hurt_04.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_hurt_05.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_death_01.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_death_02.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_death_03.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_death_04.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_death_05.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_death_06.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_flee_03.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_flee_05.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_flee_06.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_idle_01.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_idle_02.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_idle_03.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_idle_04.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_idle_05.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_idle_06.wav
14:25:48
Resource
Unloading: gfx/entity_2.png
14:25:48
Resource
Unloading: sounds/enemies/orc_charge_01.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_charge_02.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_charge_03.wav
14:25:48
Resource
Unloading: sounds/enemies/orc_charge_04.wav
14:25:48
UI
IngameMenuScreen::UNREGISTER
14:25:48
UI
MainMenuModule::UNREGISTER
14:25:48
UI
LoadCampaignMenuModule::UNREGISTER
14:25:48
UI
SaveCampaignMenuModule::UNREGISTER
14:25:48
UI
OptionsMenuModule::UNREGISTER
14:25:48
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:25:48
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:25:48
UI
OptionsMenuModuleControlsPanel::UNREGISTER
14:25:48
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
14:25:48
UI
TacticalFleeScreen::UNREGISTER
14:25:48
UI
CharacterScreen::UNREGISTER
14:25:48
UI
CharacterScreenLeftPanelModule::UNREGISTER
14:25:48
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
14:25:48
UI
CharacterScreenPaperdollModule::UNREGISTER
14:25:48
UI
CharacterScreenSkillsModule::UNREGISTER
14:25:48
UI
CharacterScreenStatsModule::UNREGISTER
14:25:48
UI
CharacterScreenRightPanelModule::UNREGISTER
14:25:48
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
14:25:48
UI
CharacterScreenInventoryListModule::UNREGISTER
14:25:48
UI
CharacterScreenPerksModule::UNREGISTER
14:25:48
UI
CharacterScreenBrothersListModule::UNREGISTER
14:25:48
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
14:25:49
UI
TacticalScreen::UNREGISTER
14:25:49
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
14:25:49
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
14:25:49
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
14:25:49
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
14:25:49
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
14:25:49
UI
TacticalCombatResultScreen::UNREGISTER
14:25:49
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
14:25:49
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
14:25:52
Resource
Loading: music/worldmap_07.music
14:25:52
Resource
Unloading: music/victory_01.music
14:26:02
SQ
Location entered: Windau
14:26:06
Resource
Loading: music/village_01.music
14:26:06
Resource
Unloading: music/worldmap_07.music
14:29:22
SQ
contract added: contract.errant
14:29:26
SQ
Save campaign: Hawksmoor's Hellions
14:29:27
Scene
Finished saving scene.
14:29:27
Resource
Loading: music/worldmap_03.music
14:29:27
Resource
Unloading: music/village_01.music
14:29:29
SQ
Location entered: Windau
14:29:33
Resource
Loading: music/village_01.music
14:29:33
Resource
Unloading: music/worldmap_03.music
14:29:34
SQ
contract activated: contract.destroy_inactive_location
14:29:38
SQ
contract added: contract.errant
14:29:40
Resource
Loading: music/worldmap_07.music
14:29:40
Resource
Unloading: music/village_01.music
14:30:05
SQ
contract removed: contract.errant
14:30:08
SQ
contract added: contract.destroy_inactive_location
14:30:30
SQ
Location entered: Forgotten Woodcutter's Home
14:30:34
SQ
Save campaign: autosave
14:30:34
Scene
Finished saving scene.
14:30:35
SQ
WorldState::onHide
14:30:36
UI
CharacterScreen::REGISTER
14:30:36
UI
CharacterScreenLeftPanelModule::REGISTER
14:30:36
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
14:30:36
UI
CharacterScreenPaperdollModule::REGISTER
14:30:36
UI
CharacterScreenSkillsModule::REGISTER
14:30:36
UI
CharacterScreenStatsModule::REGISTER
14:30:36
UI
CharacterScreenRightPanelModule::REGISTER
14:30:36
UI
CharacterScreenRightPanelHeaderModule::REGISTER
14:30:36
UI
CharacterScreenInventoryListModule::REGISTER
14:30:36
UI
CharacterScreenPerksModule::REGISTER
14:30:36
UI
CharacterScreenBrothersListModule::REGISTER
14:30:36
UI
CharacterScreenBattleStartFooterModule::REGISTER
14:30:36
UI
TacticalFleeScreen::REGISTER
14:30:36
UI
IngameMenuScreen::REGISTER
14:30:36
UI
MainMenuModule::REGISTER
14:30:36
UI
LoadCampaignMenuModule::REGISTER
14:30:36
UI
SaveCampaignMenuModule::REGISTER
14:30:36
UI
OptionsMenuModule::REGISTER
14:30:36
UI
OptionsMenuModuleVideoPanel::REGISTER
14:30:36
UI
OptionsMenuModuleAudioPanel::REGISTER
14:30:36
UI
OptionsMenuModuleControlsPanel::REGISTER
14:30:36
UI
OptionsMenuModuleGameplayPanel::REGISTER
14:30:36
UI
TacticalCombatResultScreen::REGISTER
14:30:36
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
14:30:36
UI
TacticalCombatResultScreenLootPanel::REGISTER
14:30:36
UI
TacticalScreen::REGISTER
14:30:36
UI
TacticalScreenTurnSequenceBarModule::REGISTER
14:30:36
UI
TacticalScreenOrientationOverlayModule::REGISTER
14:30:36
UI
TacticalScreenTopbarEventLogModule::REGISTER
14:30:36
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
14:30:36
UI
TacticalScreenTopbarOptionsModule::REGISTER
14:30:36
Resource
Loading: gfx/detail.png
14:30:36
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
14:30:36
Resource
Loading: gfx/object_0.png
14:30:36
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
14:30:36
Resource
Loading: gfx/orientation_overlay.png
14:30:36
Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
14:30:36
SQ
TACTICAL: STASH LOCKED: true
14:30:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:30:36
SQ
Turn started for Ragnar the Blade
14:30:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:30:36
SQ
INFO: Next round issued: 1
14:30:36
Resource
Started loading Resource Package "Temporary Tactical Resources".
14:30:36
Resource
Loading: sounds/combat/repel_hit_01.wav
14:30:36
UI
ERROR: Failed to update entity. Reason: Entity id: 3028434 not found.
14:30:36
UI
ERROR: Failed to update entity. Reason: Entity id: 3028432 not found.
14:30:36
Resource
Loading: sounds/combat/repel_hit_02.wav
14:30:36
Resource
Loading: sounds/combat/repel_hit_03.wav
14:30:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:30:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:30:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:30:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:30:40
Resource
Loading: music/bandits_01.music
14:30:40
Resource
Unloading: music/worldmap_07.music
14:30:50
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Raider]
14:30:50
SQ
Ragnar the Blade uses skill Aimed Shot
14:30:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
14:30:52
SQ
Turn started for Bandit Marksman
14:30:52
SQ
*
14:30:52
SQ
* Bandit Marksman: Starting turn.
14:30:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
14:30:52
SQ
defensive score: 1.71429
14:30:52
SQ
defensive threshold: 2.95082
14:30:52
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (13.8945), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (13.8945), Idle (1), Defend.Rotation (0), BreakFree (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
14:30:52
SQ
-> Behavior picked: Engage.Ranged (80)
14:30:52
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Gothart (not visible)
14:30:53
SQ
defensive score: 1.71429
14:30:53
SQ
defensive threshold: 2.95082
14:30:53
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
14:30:53
SQ
-> Behaviors to pick from:
Attack.Bow (30.9188)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
Attack.Bow (30.9188)(*), Idle (1), BreakFree (0), Attack.Puncture (0), Retreat (0), Reload (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Engage.Ranged (0)
14:30:53
SQ
-> Behavior picked: Attack.Bow (30.9188)
14:30:53
SQ
* Bandit Marksman: Using Quick Shot against Ragnar the Blade!
14:30:53
SQ
Bandit Marksman uses skill Quick Shot
14:30:56
SQ
defensive score: 1.71429
14:30:56
SQ
defensive threshold: 2.95082
14:30:56
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Flee (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Bow (0)
14:30:56
SQ
-> Behavior picked: Idle (1)
14:30:56
SQ
* Bandit Marksman: Ending Turn with 2 of 9 AP left.
14:30:56
SQ
* ---------------------------------------------------
14:30:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:30:56
SQ
Turn started for Bandit Raider
14:30:56
SQ
*
14:30:56
SQ
* Bandit Raider: Starting turn.
14:30:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:30:56
SQ
defensive score: 1.71429
14:30:56
SQ
defensive threshold: 2.95082
14:30:56
SQ
-> Behaviors to pick from:
Engage.Melee (41.0695)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (41.0695)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:30:56
SQ
-> Behavior picked: Engage.Melee (41.0695)
14:30:57
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:30:58
SQ
* Bandit Raider: Reached engage destination
14:30:58
SQ
defensive score: 1.71429
14:30:58
SQ
defensive threshold: 2.95082
14:30:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:30:58
SQ
-> Behavior picked: Idle (1)
14:30:58
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
14:30:58
SQ
* ---------------------------------------------------
14:30:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:30:58
SQ
Turn started for Bandit Raider
14:30:58
SQ
*
14:30:58
SQ
* Bandit Raider: Starting turn.
14:30:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:30:59
SQ
defensive score: 1.71429
14:30:59
SQ
defensive threshold: 2.95082
14:30:59
SQ
-> Behaviors to pick from:
Engage.Melee (42.6216)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (42.6216)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:30:59
SQ
-> Behavior picked: Engage.Melee (42.6216)
14:30:59
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
14:30:59
SQ
* Bandit Raider: Reached engage destination
14:30:59
SQ
defensive score: 1.71429
14:30:59
SQ
defensive threshold: 2.95082
14:31:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:31:00
SQ
-> Behavior picked: Idle (1)
14:31:00
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
14:31:00
SQ
* ---------------------------------------------------
14:31:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:31:00
SQ
Turn started for Bandit Raider
14:31:00
SQ
*
14:31:00
SQ
* Bandit Raider: Starting turn.
14:31:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:31:00
SQ
defensive score: 1.71429
14:31:00
SQ
defensive threshold: 2.95082
14:31:00
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (102.143)(*), Engage.Melee (97.9167)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (102.143)(*), Engage.Melee (97.9167)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
14:31:00
SQ
-> Behavior picked: SwitchTo.Ranged (102.143)
14:31:01
SQ
* Bandit Raider: Switching to ranged weapon!
14:31:01
SQ
defensive score: 1.71429
14:31:01
SQ
defensive threshold: 2.95082
14:31:01
SQ
-> Behaviors to pick from:
Engage.Melee (97.9167)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (97.9167)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
14:31:01
SQ
-> Behavior picked: Engage.Melee (97.9167)
14:31:01
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
14:31:01
SQ
* Bandit Raider: Reached engage destination
14:31:01
SQ
defensive score: 1.71429
14:31:01
SQ
defensive threshold: 2.95082
14:31:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
14:31:02
SQ
-> Behavior picked: Idle (1)
14:31:02
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
14:31:02
SQ
* ---------------------------------------------------
14:31:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:31:02
SQ
Turn started for Bandit Raider
14:31:02
SQ
*
14:31:02
SQ
* Bandit Raider: Starting turn.
14:31:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:31:02
SQ
defensive score: 1.71429
14:31:02
SQ
defensive threshold: 2.95082
14:31:02
SQ
-> Behaviors to pick from:
Engage.Melee (78.5714)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (78.5714)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:31:02
SQ
-> Behavior picked: Engage.Melee (78.5714)
14:31:02
SQ
* Bandit Raider: Engaging to melee range with Svein (not visible), accepted_distance=0
14:31:03
SQ
* Bandit Raider: Reached engage destination
14:31:03
SQ
defensive score: 1.71429
14:31:03
SQ
defensive threshold: 2.95082
14:31:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:31:03
SQ
-> Behavior picked: Idle (1)
14:31:03
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
14:31:03
SQ
* ---------------------------------------------------
14:31:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:31:03
SQ
Turn started for Bandit Raider
14:31:03
SQ
*
14:31:03
SQ
* Bandit Raider: Starting turn.
14:31:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:31:04
SQ
defensive score: 1.71429
14:31:04
SQ
defensive threshold: 2.95082
14:31:04
SQ
-> Behaviors to pick from:
Engage.Melee (57.7961)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (57.7961)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:31:04
SQ
-> Behavior picked: Engage.Melee (57.7961)
14:31:04
SQ
* Bandit Raider: Engaging to melee range with Gerhard (visible), accepted_distance=0
14:31:05
SQ
* Bandit Raider: Reached engage destination
14:31:05
SQ
defensive score: 1.71429
14:31:05
SQ
defensive threshold: 2.95082
14:31:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:31:05
SQ
-> Behavior picked: Idle (1)
14:31:05
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
14:31:05
SQ
* ---------------------------------------------------
14:31:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:31:06
SQ
Turn started for Torleif
14:31:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:31:11
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
14:31:11
SQ
Torleif uses skill Quick Shot
14:31:13
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
14:31:13
SQ
Torleif uses skill Quick Shot
14:31:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:31:14
SQ
Turn started for Thorismund Balduric
14:31:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:31:19
UI
equip item: 51042997
14:31:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:31:26
SQ
Turn started for Gothart
14:31:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:31:32
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
14:31:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:31:32
SQ
Turn started for Svein
14:31:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:31:38
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:31:38
SQ
Svein uses skill Spearwall
14:31:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:31:40
SQ
Turn started for Gunnar the Hound
14:31:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:31:42
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:31:42
SQ
Gunnar the Hound uses skill Spearwall
14:31:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:31:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:31:45
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
14:31:45
SQ
Gerhard uses skill Spearwall
14:31:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:31:47
SQ
Turn started for Alfgeir
14:31:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:31:49
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:31:49
SQ
Alfgeir uses skill Spearwall
14:31:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:31:50
SQ
Turn started for Bjarne
14:31:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:31:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:31:54
SQ
Turn started for Winrich
14:31:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:31:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:31:56
SQ
Turn started for Alantyr the Swift
14:31:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:32:01
UI
equip item: 51720767
14:32:13
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
14:32:13
SQ
Alantyr the Swift uses skill Perfect Focus
14:32:15
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Raider]
14:32:15
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
14:32:17
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
14:32:17
SQ
Alantyr the Swift uses skill Reload
14:32:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:32:40
SQ
Turn started for Palaemon the Oldguard
14:32:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:32:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:32:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:32:47
SQ
INFO: Next round issued: 2
14:32:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:32:48
SQ
Turn started for Bandit Raider
14:32:48
SQ
*
14:32:48
SQ
* Bandit Raider: Starting turn.
14:32:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:32:48
SQ
defensive score: 1.71429
14:32:48
SQ
defensive threshold: 2.95082
14:32:48
SQ
-> Behaviors to pick from:
Engage.Melee (101.857)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
Engage.Melee (101.857)(*), Idle (1), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
14:32:48
SQ
-> Behavior picked: Engage.Melee (101.857)
14:32:49
SQ
* Bandit Raider: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
14:32:49
SQ
* Bandit Raider: Reached engage destination
14:32:49
SQ
defensive score: 1.71429
14:32:49
SQ
defensive threshold: 2.95082
14:32:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.Swing (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0)
14:32:49
SQ
-> Behavior picked: Idle (1)
14:32:50
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
14:32:50
SQ
* ---------------------------------------------------
14:32:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:32:50
SQ
Turn started for Thorismund Balduric
14:32:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:32:56
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Bandit Raider]
14:32:56
SQ
Thorismund Balduric uses skill Shoot Bolt
14:32:57
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:32:57
SQ
Thorismund Balduric uses skill Reload
14:32:57
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:32:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
14:32:57
SQ
Turn started for Bandit Marksman
14:32:57
SQ
*
14:32:57
SQ
* Bandit Marksman: Starting turn.
14:32:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
14:32:58
SQ
defensive score: 1.71429
14:32:58
SQ
defensive threshold: 2.95082
14:32:58
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
14:32:58
SQ
-> Behaviors to pick from:
Attack.Bow (46.0793)(*), Idle (1), Reload (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
Attack.Bow (46.0793)(*), Idle (1), Reload (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0)
14:32:58
SQ
-> Behavior picked: Attack.Bow (46.0793)
14:32:58
SQ
* Bandit Marksman: Using Aimed Shot against Ragnar the Blade!
14:32:58
SQ
Bandit Marksman uses skill Aimed Shot
14:33:00
SQ
defensive score: 1.71429
14:33:00
SQ
defensive threshold: 2.95082
14:33:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), Attack.Puncture (0), Flee (0), Defend.Rotation (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Retreat (0), Engage.Ranged (0), Attack.Bow (0)
14:33:00
SQ
-> Behavior picked: Idle (1)
14:33:00
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
14:33:00
SQ
* ---------------------------------------------------
14:33:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:33:00
SQ
Turn started for Bandit Raider
14:33:00
SQ
*
14:33:00
SQ
* Bandit Raider: Starting turn.
14:33:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:33:01
SQ
defensive score: 1.71429
14:33:01
SQ
defensive threshold: 2.95082
14:33:01
SQ
-> Behaviors to pick from:
Engage.Melee (67.1507)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (67.1507)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
14:33:01
SQ
-> Behavior picked: Engage.Melee (67.1507)
14:33:01
SQ
* Bandit Raider: Engaging to melee range with Winrich (not visible), accepted_distance=0
14:33:02
SQ
* Bandit Raider: Reached engage destination
14:33:04
SQ
defensive score: 1.71429
14:33:04
SQ
defensive threshold: 2.95082
14:33:04
SQ
-> Behaviors to pick from:
Engage.Melee (87.9939)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (87.9939)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
14:33:04
SQ
-> Behavior picked: Engage.Melee (87.9939)
14:33:04
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:33:04
SQ
* Bandit Raider: Reached engage destination
14:33:06
SQ
defensive score: 1.71429
14:33:06
SQ
defensive threshold: 2.95082
14:33:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
14:33:06
SQ
-> Behavior picked: Idle (1)
14:33:06
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
14:33:06
SQ
* ---------------------------------------------------
14:33:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:33:06
SQ
Turn started for Ragnar the Blade
14:33:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:33:12
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Marksman]
14:33:12
SQ
Ragnar the Blade uses skill Aimed Shot
14:33:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:33:14
SQ
Turn started for Bandit Raider
14:33:14
SQ
*
14:33:14
SQ
* Bandit Raider: Starting turn.
14:33:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:33:15
SQ
defensive score: 1.71429
14:33:15
SQ
defensive threshold: 2.95082
14:33:15
SQ
-> Behaviors to pick from:
Engage.Melee (67.462)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (67.462)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
14:33:15
SQ
-> Behavior picked: Engage.Melee (67.462)
14:33:15
SQ
* Bandit Raider: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:33:16
SQ
* Bandit Raider: Reached engage destination
14:33:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
14:33:16
SQ
-> Behavior picked: Idle (1)
14:33:16
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
14:33:16
SQ
* ---------------------------------------------------
14:33:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:33:16
SQ
Turn started for Bandit Raider
14:33:16
SQ
*
14:33:16
SQ
* Bandit Raider: Starting turn.
14:33:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:33:17
SQ
-> Behaviors to pick from:
Engage.Melee (89.096)(*), Defend.Shieldwall (3.23584), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (89.096)(*), Defend.Shieldwall (3.23584), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
14:33:17
SQ
-> Behavior picked: Engage.Melee (89.096)
14:33:17
SQ
* Bandit Raider: Engaging to melee range with Winrich (visible), accepted_distance=0
14:33:18
SQ
* Bandit Raider: Reached engage destination
14:33:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Attack.SplitShield (0), Attack.Split (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Attack.SplitShield (0), Attack.Split (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
14:33:18
SQ
-> Behavior picked: Idle (1)
14:33:18
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
14:33:18
SQ
* ---------------------------------------------------
14:33:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:33:19
SQ
Turn started for Bandit Raider
14:33:19
SQ
*
14:33:19
SQ
* Bandit Raider: Starting turn.
14:33:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:33:19
SQ
-> Behaviors to pick from:
Engage.Melee (106.544)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (106.544)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
14:33:19
SQ
-> Behavior picked: Engage.Melee (106.544)
14:33:19
SQ
* Bandit Raider: Engaging to melee range with Svein (visible), accepted_distance=0
14:33:19
SQ
Skill [Hidden] removed from [Bandit Raider].
14:33:20
SQ
* Bandit Raider: Reached engage destination
14:33:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
14:33:20
SQ
-> Behavior picked: Idle (1)
14:33:20
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
14:33:20
SQ
* ---------------------------------------------------
14:33:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:33:20
SQ
Turn started for Bjarne
14:33:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:33:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:33:27
SQ
Turn started for Winrich
14:33:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:33:32
SQ
[Winrich] executes skill [Split] on target [Bandit Raider]
14:33:32
SQ
Winrich uses skill Split
14:33:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:33:34
SQ
Turn started for Gothart
14:33:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:33:47
UI
equip item: 54856715
14:33:51
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
14:33:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:33:52
SQ
Turn started for Palaemon the Oldguard
14:33:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:33:55
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
14:33:55
SQ
Palaemon the Oldguard uses skill Slash
14:33:58
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
14:33:58
SQ
Palaemon the Oldguard uses skill Slash
14:33:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:33:58
SQ
Turn started for Torleif
14:33:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:34:03
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
14:34:03
SQ
Torleif uses skill Quick Shot
14:34:04
SQ
Bandit Raider has died.
14:34:07
SQ
[Torleif] executes skill [Quick Shot] on target [Bandit Raider]
14:34:07
SQ
Torleif uses skill Quick Shot
14:34:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:34:08
SQ
Turn started for Svein
14:34:08
SQ
Skill [Spearwall] removed from [Svein].
14:34:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:34:17
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:34:17
SQ
Svein uses skill Spearwall
14:34:17
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
14:34:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:34:17
SQ
Turn started for Gunnar the Hound
14:34:17
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:34:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:34:21
SQ
[Gunnar the Hound] executes skill [Shieldwall] on target [Gunnar the Hound]
14:34:21
SQ
Gunnar the Hound uses skill Shieldwall
14:34:23
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
14:34:23
SQ
Gunnar the Hound uses skill Thrust
14:34:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:34:23
SQ
Turn started for Gerhard
14:34:23
SQ
Skill [Spearwall] removed from [Gerhard].
14:34:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:34:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:34:32
SQ
Turn started for Alfgeir
14:34:32
SQ
Skill [Spearwall] removed from [Alfgeir].
14:34:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:34:48
SQ
TurnSequenceBar::entityWaitTurn(Alfgeir)
14:34:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:34:48
SQ
Turn started for Alantyr the Swift
14:34:48
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
14:34:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:34:54
SQ
[Alantyr the Swift] executes skill [Shoot Heavy Bolt] on target [Bandit Raider]
14:34:54
SQ
Alantyr the Swift uses skill Shoot Heavy Bolt
14:34:56
SQ
[Alantyr the Swift] executes skill [Reload] on target [Alantyr the Swift]
14:34:56
SQ
Alantyr the Swift uses skill Reload
14:34:56
UI
ERROR: Failed to query entity skills data for entity (368965). Reason: Invalid result.
14:34:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:34:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:35:03
SQ
[Gothart] executes skill [Impale] on target [Bandit Raider]
14:35:03
SQ
Gothart uses skill Impale
14:35:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:35:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:35:14
SQ
Skill [Hidden] removed from [Alfgeir].
14:35:15
SQ
INFO: Next round issued: 3
14:35:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:35:15
SQ
Turn started for Bandit Raider
14:35:15
SQ
*
14:35:15
SQ
* Bandit Raider: Starting turn.
14:35:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:35:16
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Attack.Default (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0), Attack.Split (0)
SwitchTo.Melee (100)(*), Idle (1), Attack.Default (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0), Attack.Split (0)
14:35:16
SQ
-> Behavior picked: SwitchTo.Melee (100)
14:35:16
SQ
* Bandit Raider: Switching to melee weapon!
14:35:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Swing (0), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.SplitShield (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0), Attack.Split (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.Swing (0), Defend.Riposte (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.SplitShield (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Engage.Melee (0), Attack.Split (0), SwitchTo.Melee (0)
14:35:16
SQ
-> Behavior picked: Idle (1)
14:35:16
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
14:35:16
SQ
* ---------------------------------------------------
14:35:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:35:17
SQ
Turn started for Bandit Raider
14:35:17
SQ
*
14:35:17
SQ
* Bandit Raider: Starting turn.
14:35:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:35:17
SQ
-> Behaviors to pick from:
Attack.Default (28.5309)(*), Attack.KnockOut (27.2039)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
Attack.Default (28.5309)(*), Attack.KnockOut (27.2039)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
14:35:17
SQ
-> Behavior picked: Attack.KnockOut (27.2039)
14:35:18
SQ
* Bandit Raider: Using Knock Out against Alfgeir!
14:35:18
SQ
Bandit Raider uses skill Knock Out
14:35:18
SQ
-> Behaviors to pick from:
Attack.Default (28.3127)(*), Attack.KnockOut (26.3077)(*), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0)
Attack.Default (28.3127)(*), Attack.KnockOut (26.3077)(*), Idle (1), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0)
14:35:18
SQ
-> Behavior picked: Attack.Default (28.3127)
14:35:19
SQ
* Bandit Raider: Using Bash against Alfgeir!
14:35:19
SQ
Bandit Raider uses skill Bash
14:35:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0)
14:35:19
SQ
-> Behavior picked: Idle (1)
14:35:19
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
14:35:19
SQ
* ---------------------------------------------------
14:35:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
14:35:19
SQ
Turn started for Bandit Marksman
14:35:19
SQ
*
14:35:19
SQ
* Bandit Marksman: Starting turn.
14:35:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
14:35:20
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
14:35:20
SQ
-> Behaviors to pick from:
Engage.Ranged (233.333)(*), Attack.Bow (60.3643)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Retreat (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
Engage.Ranged (233.333)(*), Attack.Bow (60.3643)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Retreat (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
14:35:20
SQ
-> Behavior picked: Attack.Bow (60.3643)
14:35:20
SQ
* Bandit Marksman: Using Aimed Shot against Gerhard!
14:35:20
SQ
Bandit Marksman uses skill Aimed Shot
14:35:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Retreat (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Engage.Ranged (0)
Idle (1)(*), Attack.Puncture (0), Retreat (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Engage.Ranged (0)
14:35:22
SQ
-> Behavior picked: Idle (1)
14:35:22
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
14:35:22
SQ
* ---------------------------------------------------
14:35:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:35:22
SQ
Turn started for Bandit Raider
14:35:22
SQ
*
14:35:22
SQ
* Bandit Raider: Starting turn.
14:35:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:35:23
SQ
-> Behaviors to pick from:
Defend.Shieldwall (103.623)(*), Attack.Default (45.905)(*), Idle (1), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Split (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0)
Defend.Shieldwall (103.623)(*), Attack.Default (45.905)(*), Idle (1), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Defend.Rotation (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Split (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0)
14:35:23
SQ
-> Behavior picked: Defend.Shieldwall (103.623)
14:35:23
SQ
* Bandit Raider: Using Shieldwall!
14:35:23
SQ
Bandit Raider uses skill Shieldwall
14:35:23
SQ
-> Behaviors to pick from:
Attack.Default (45.558)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend (0), Roam (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
Attack.Default (45.558)(*), Idle (1), Attack.SplitShield (0), Defend.Riposte (0), Attack.KnockOut (0), Defend (0), Roam (0), Retreat (0), Engage.Melee (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0)
14:35:23
SQ
-> Behavior picked: Attack.Default (45.558)
14:35:24
SQ
* Bandit Raider: Using Flail against Winrich!
14:35:24
SQ
Bandit Raider uses skill Flail
14:35:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Roam (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Knockback (0), Defend.Rotation (0), Retreat (0), Defend.Riposte (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Roam (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Knockback (0), Defend.Rotation (0), Retreat (0), Defend.Riposte (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Default (0)
14:35:24
SQ
-> Behavior picked: Idle (1)
14:35:24
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
14:35:24
SQ
* ---------------------------------------------------
14:35:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:35:25
SQ
Turn started for Ragnar the Blade
14:35:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:35:31
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Bandit Marksman]
14:35:31
SQ
Ragnar the Blade uses skill Aimed Shot
14:35:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Raider - Locked: true)
14:35:33
SQ
Turn started for Bandit Raider
14:35:33
SQ
*
14:35:33
SQ
* Bandit Raider: Starting turn.
14:35:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Raider)
14:35:33
SQ
-> Behaviors to pick from:
Attack.SplitShield (41.0361)(*), Attack.Default (27.1044)(*), Idle (1), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0)
Attack.SplitShield (41.0361)(*), Attack.Default (27.1044)(*), Idle (1), Attack.KnockOut (0), Defend (0), Defend.Riposte (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0)
14:35:33
SQ
-> Behavior picked: Attack.SplitShield (41.0361)
14:35:34
SQ
* Bandit Raider: Using Split Shield against Palaemon the Oldguard!
14:35:34
SQ
Bandit Raider uses skill Split Shield
14:35:34
SQ
-> Behaviors to pick from:
Attack.SplitShield (53.4752)(*), Attack.Default (26.934)(*), Idle (1), Defend (0), BreakFree (0), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0)
Attack.SplitShield (53.4752)(*), Attack.Default (26.934)(*), Idle (1), Defend (0), BreakFree (0), Defend.Riposte (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0)
14:35:34
SQ
-> Behavior picked: Attack.SplitShield (53.4752)
14:35:35
SQ
* Bandit Raider: Using Split Shield against Palaemon the Oldguard!
14:35:35
SQ
Bandit Raider uses skill Split Shield
14:35:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Roam (0), BreakFree (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Default (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0), Attack.SplitShield (0)
Idle (1)(*), Defend.Riposte (0), Roam (0), BreakFree (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Default (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0), Attack.SplitShield (0)
14:35:35
SQ
-> Behavior picked: Idle (1)
14:35:35
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
14:35:35
SQ
* ---------------------------------------------------
14:35:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:35:35
SQ
Turn started for Thorismund Balduric
14:35:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:35:39
UI
equip item: 53057157
14:35:43
SQ
[Thorismund Balduric] executes skill [Impale] on target [Bandit Raider]
14:35:43
SQ
Thorismund Balduric uses skill Impale
14:35:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:35:46
SQ
Turn started for Bjarne
14:35:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:35:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:35:53
SQ
Turn started for Gothart
14:35:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:35:54
Resource
Loading: music/bandits_02.music
14:35:54
Resource
Unloading: music/bandits_01.music
14:35:56
SQ
[Gothart] executes skill [Impale] on target [Bandit Raider]
14:35:56
SQ
Gothart uses skill Impale
14:35:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:35:58
SQ
Turn started for Gerhard
14:35:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:36:02
SQ
[Gerhard] executes skill [Thrust] on target [Bandit Marksman]
14:36:02
SQ
Gerhard uses skill Thrust
14:36:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:36:04
SQ
Turn started for Torleif
14:36:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:36:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:36:10
SQ
Turn started for Winrich
14:36:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:36:15
SQ
[Winrich] executes skill [Split] on target [Bandit Raider]
14:36:15
SQ
Winrich uses skill Split
14:36:15
SQ
Bandit Raider has died.
14:36:15
SQ
Skill [Shieldwall] removed from [Bandit Raider].
14:36:20
SQ
Skill [Hidden] removed from [Winrich].
14:36:25
SQ
[Winrich] executes skill [Slash] on target [Bandit Raider]
14:36:25
SQ
Winrich uses skill Slash
14:36:25
SQ
Bandit Raider has died.
14:36:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:36:25
SQ
Turn started for Palaemon the Oldguard
14:36:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:36:28
SQ
[Palaemon the Oldguard] executes skill [Shieldwall] on target [Palaemon the Oldguard]
14:36:28
SQ
Palaemon the Oldguard uses skill Shieldwall
14:36:30
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Bandit Raider]
14:36:30
SQ
Palaemon the Oldguard uses skill Slash
14:36:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:36:30
SQ
Turn started for Gunnar the Hound
14:36:30
SQ
Skill [Shieldwall] removed from [Gunnar the Hound].
14:36:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:36:32
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
14:36:32
SQ
Gunnar the Hound uses skill Thrust
14:36:34
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Bandit Raider]
14:36:34
SQ
Gunnar the Hound uses skill Thrust
14:36:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:36:34
SQ
Turn started for Svein
14:36:34
SQ
Skill [Spearwall] removed from [Svein].
14:36:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:36:39
SQ
[Svein] executes skill [Thrust] on target [Bandit Raider]
14:36:39
SQ
Svein uses skill Thrust
14:36:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:36:41
SQ
Turn started for Alfgeir
14:36:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:36:43
SQ
[Alfgeir] executes skill [Thrust] on target [Bandit Raider]
14:36:43
SQ
Alfgeir uses skill Thrust
14:36:43
SQ
Bandit Raider has died.
14:36:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:36:47
SQ
Turn started for Alantyr the Swift
14:36:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:36:54
UI
equip item: 57359757
14:36:57
SQ
[Alantyr the Swift] executes skill [Impale] on target [Bandit Raider]
14:36:57
SQ
Alantyr the Swift uses skill Impale
14:36:57
SQ
Bandit Raider has died.
14:37:01
UI
equip item: 51720767
14:37:03
SQ
INFO: Next round issued: 4
14:37:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bandit Marksman - Locked: true)
14:37:03
SQ
Turn started for Bandit Marksman
14:37:03
SQ
*
14:37:03
SQ
* Bandit Marksman: Starting turn.
14:37:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bandit Marksman)
14:37:03
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Bow (0), Defend (0), Flee (0), Reload (0), BreakFree (0), Attack.Puncture (0)
SwitchTo.Melee (100)(*), Idle (1), Attack.Default (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Bow (0), Defend (0), Flee (0), Reload (0), BreakFree (0), Attack.Puncture (0)
14:37:03
SQ
-> Behavior picked: SwitchTo.Melee (100)
14:37:04
SQ
* Bandit Marksman: Switching to melee weapon!
14:37:04
SQ
-> Behaviors to pick from:
Attack.Default (12.6148)(*), Idle (1), Retreat (0), Flee (0), Defend.Rotation (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), Attack.Bow (0), Defend (0), Engage.Melee (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
Attack.Default (12.6148)(*), Idle (1), Retreat (0), Flee (0), Defend.Rotation (0), Engage.Ranged (0), Attack.Puncture (0), Roam (0), Attack.Bow (0), Defend (0), Engage.Melee (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
14:37:04
SQ
-> Behavior picked: Attack.Default (12.6148)
14:37:04
SQ
* Bandit Marksman: Using Bash against Gerhard!
14:37:04
SQ
Bandit Marksman uses skill Bash
14:37:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), Attack.Bow (0), Defend (0), Engage.Melee (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), Engage.Ranged (0), SwitchTo.Melee (0), Roam (0), Attack.Bow (0), Defend (0), Engage.Melee (0), Reload (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
14:37:04
SQ
-> Behavior picked: Idle (1)
14:37:04
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
14:37:04
SQ
* ---------------------------------------------------
14:37:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:37:04
SQ
Turn started for Gothart
14:37:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:37:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:37:08
SQ
Turn started for Ragnar the Blade
14:37:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:37:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:37:09
SQ
Turn started for Thorismund Balduric
14:37:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:37:12
UI
equip item: 51042997
14:37:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:37:16
SQ
Turn started for Torleif
14:37:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:37:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:37:18
SQ
Turn started for Bjarne
14:37:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:37:21
SQ
[Bjarne] executes skill [Cleave] on target [Bandit Marksman]
14:37:21
SQ
Bjarne uses skill Cleave
14:37:21
SQ
Bandit Marksman has died.
14:37:21
Resource
Unloading: gfx/orientation_overlay.png
14:37:21
SQ
Skill [Shieldwall] removed from [Palaemon the Oldguard].
14:37:21
SQ
Skill [Hidden] removed from [Svein].
14:37:25
Resource
Loading: music/victory_01.music
14:37:25
Resource
Unloading: music/bandits_02.music
14:37:41
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:37:41
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:37:41
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
14:37:41
SQ
World::onCombatFinished
14:37:41
SQ
TacticalState::onFinish
14:37:41
Resource
Unloading: gfx/object_0.png
14:37:41
Resource
Unloading: gfx/detail.png
14:37:41
Resource
Unloading Resource Package "Temporary Tactical Resources".
14:37:41
Resource
Unloading: sounds/combat/repel_hit_01.wav
14:37:41
Resource
Unloading: sounds/combat/repel_hit_02.wav
14:37:41
Resource
Unloading: sounds/combat/repel_hit_03.wav
14:37:41
UI
IngameMenuScreen::UNREGISTER
14:37:41
UI
MainMenuModule::UNREGISTER
14:37:41
UI
LoadCampaignMenuModule::UNREGISTER
14:37:41
UI
SaveCampaignMenuModule::UNREGISTER
14:37:41
UI
OptionsMenuModule::UNREGISTER
14:37:41
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:37:41
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:37:41
UI
OptionsMenuModuleControlsPanel::UNREGISTER
14:37:41
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
14:37:41
UI
TacticalFleeScreen::UNREGISTER
14:37:41
UI
CharacterScreen::UNREGISTER
14:37:41
UI
CharacterScreenLeftPanelModule::UNREGISTER
14:37:41
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
14:37:41
UI
CharacterScreenPaperdollModule::UNREGISTER
14:37:41
UI
CharacterScreenSkillsModule::UNREGISTER
14:37:41
UI
CharacterScreenStatsModule::UNREGISTER
14:37:41
UI
CharacterScreenRightPanelModule::UNREGISTER
14:37:41
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
14:37:41
UI
CharacterScreenInventoryListModule::UNREGISTER
14:37:41
UI
CharacterScreenPerksModule::UNREGISTER
14:37:41
UI
CharacterScreenBrothersListModule::UNREGISTER
14:37:41
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
14:37:41
UI
TacticalScreen::UNREGISTER
14:37:41
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
14:37:41
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
14:37:41
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
14:37:41
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
14:37:41
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
14:37:41
UI
TacticalCombatResultScreen::UNREGISTER
14:37:41
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
14:37:41
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
14:37:45
Resource
Loading: music/worldmap_06.music
14:37:45
Resource
Unloading: music/victory_01.music
14:38:27
UI
equip item: 55947316
14:40:21
SQ
contract removed: contract.destroy_inactive_location
14:40:21
SQ
contract removed: contract.destroy_inactive_location
14:40:26
SQ
contract removed: contract.destroy_inactive_location
14:40:28
SQ
chance to fire event: 1.00021%
14:40:32
Resource
Loading: music/worldmap_03.music
14:40:32
Resource
Unloading: music/worldmap_06.music
14:40:34
SQ
contract added: contract.errant
14:40:34
SQ
contract removed: contract.escort_caravan
14:40:35
SQ
contract added: contract.escort_caravan
14:40:37
SQ
chance to fire event: 1.89439%
14:40:45
SQ
chance to fire event: 2.85711%
14:40:51
SQ
Location entered: Windau
14:40:55
Resource
Loading: music/village_01.music
14:40:55
Resource
Unloading: music/worldmap_03.music
14:41:01
Resource
Loading: music/worldmap_03.music
14:41:01
Resource
Unloading: music/village_01.music
14:42:31
UI
Paperdoll -> Stash | Ground (targetIdx: 39)
14:42:57
UI
Inventory::dropHandler: Failed to drop item. Source idx is same as target idx.
14:42:57
UI
Inventory::dragEndHandler: Failed to drop item. Not allowed.
14:43:04
SQ
contract added: contract.destroy_inactive_location
14:43:20
SQ
chance to fire event: 3.81939%
14:43:29
SQ
chance to fire event: 4.78189%
14:43:33
SQ
chance to fire event: 5.26314%
14:43:34
SQ
contract added: contract.errant
14:43:42
SQ
chance to fire event: 6.22543%
14:43:51
SQ
chance to fire event: 7.18814%
14:43:58
SQ
contract added: contract.errant
14:43:59
SQ
chance to fire event: 8.15043%
14:44:03
SQ
contract removed: contract.errant
14:44:06
SQ
contract added: contract.destroy_bandit_camp
14:44:08
SQ
chance to fire event: 9.11293%
14:44:14
SQ
contract removed: contract.errant
14:44:17
SQ
chance to fire event: 10.0754%
14:44:41
SQ
chance to fire event: 11.0388%
14:44:42
SQ
contract added: contract.errant
14:44:53
SQ
chance to fire event: 12.0024%
14:44:58
SQ
Save campaign: autosave
14:44:59
Scene
Finished saving scene.
14:45:00
SQ
WorldState::onHide
14:45:00
UI
CharacterScreen::REGISTER
14:45:00
UI
CharacterScreenLeftPanelModule::REGISTER
14:45:00
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
14:45:00
UI
CharacterScreenPaperdollModule::REGISTER
14:45:00
UI
CharacterScreenSkillsModule::REGISTER
14:45:00
UI
CharacterScreenStatsModule::REGISTER
14:45:00
UI
CharacterScreenRightPanelModule::REGISTER
14:45:00
UI
CharacterScreenRightPanelHeaderModule::REGISTER
14:45:00
UI
CharacterScreenInventoryListModule::REGISTER
14:45:00
UI
CharacterScreenPerksModule::REGISTER
14:45:00
UI
CharacterScreenBrothersListModule::REGISTER
14:45:00
UI
CharacterScreenBattleStartFooterModule::REGISTER
14:45:00
UI
TacticalFleeScreen::REGISTER
14:45:00
UI
IngameMenuScreen::REGISTER
14:45:00
UI
MainMenuModule::REGISTER
14:45:00
UI
LoadCampaignMenuModule::REGISTER
14:45:00
UI
SaveCampaignMenuModule::REGISTER
14:45:00
UI
OptionsMenuModule::REGISTER
14:45:00
UI
OptionsMenuModuleVideoPanel::REGISTER
14:45:00
UI
OptionsMenuModuleAudioPanel::REGISTER
14:45:00
UI
OptionsMenuModuleControlsPanel::REGISTER
14:45:00
UI
OptionsMenuModuleGameplayPanel::REGISTER
14:45:00
UI
TacticalCombatResultScreen::REGISTER
14:45:00
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
14:45:00
UI
TacticalCombatResultScreenLootPanel::REGISTER
14:45:00
UI
TacticalScreen::REGISTER
14:45:00
UI
TacticalScreenTurnSequenceBarModule::REGISTER
14:45:00
UI
TacticalScreenOrientationOverlayModule::REGISTER
14:45:00
UI
TacticalScreenTopbarEventLogModule::REGISTER
14:45:00
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
14:45:00
UI
TacticalScreenTopbarOptionsModule::REGISTER
14:45:00
Resource
Loading: gfx/detail.png
14:45:00
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
14:45:00
Resource
Loading: gfx/object_0.png
14:45:00
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
14:45:00
Resource
Loading: gfx/entity_2.png
14:45:00
Texture
Texture "gfx/entity_2.png" (ID: 16) took up approximately 10922kb in video memory.
14:45:00
Resource
Loading: gfx/orientation_overlay.png
14:45:00
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
14:45:00
Resource
Loading: sounds/atmosphere/rain_02.wav
14:45:00
Resource
Unloading: sounds/atmosphere/forest_01.wav
14:45:00
SQ
TACTICAL: STASH LOCKED: true
14:45:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:45:01
SQ
Turn started for Ragnar the Blade
14:45:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:45:01
SQ
INFO: Next round issued: 1
14:45:01
Resource
Started loading Resource Package "Temporary Tactical Resources".
14:45:01
Resource
Loading: sounds/enemies/orc_hurt_01.wav
14:45:01
Resource
Loading: sounds/enemies/orc_hurt_02.wav
14:45:01
Resource
Loading: sounds/enemies/orc_hurt_03.wav
14:45:01
Resource
Loading: sounds/enemies/orc_hurt_04.wav
14:45:01
Resource
Loading: sounds/enemies/orc_hurt_05.wav
14:45:01
Resource
Loading: sounds/enemies/orc_death_01.wav
14:45:01
Resource
Loading: sounds/enemies/orc_death_02.wav
14:45:01
Resource
Loading: sounds/enemies/orc_death_03.wav
14:45:01
Resource
Loading: sounds/enemies/orc_death_04.wav
14:45:01
Resource
Loading: sounds/enemies/orc_death_05.wav
14:45:01
Resource
Loading: sounds/enemies/orc_death_06.wav
14:45:01
Resource
Loading: sounds/enemies/orc_flee_03.wav
14:45:01
Resource
Loading: sounds/enemies/orc_flee_05.wav
14:45:01
Resource
Loading: sounds/enemies/orc_flee_06.wav
14:45:01
Resource
Loading: sounds/enemies/orc_idle_01.wav
14:45:01
Resource
Loading: sounds/enemies/orc_idle_02.wav
14:45:01
Resource
Loading: sounds/enemies/orc_idle_03.wav
14:45:01
Resource
Loading: sounds/enemies/orc_idle_04.wav
14:45:01
Resource
Loading: sounds/enemies/orc_idle_05.wav
14:45:01
Resource
Loading: sounds/enemies/orc_idle_06.wav
14:45:01
Resource
Loading: sounds/enemies/orc_charge_01.wav
14:45:01
Resource
Loading: sounds/enemies/orc_charge_02.wav
14:45:01
Resource
Loading: sounds/enemies/orc_charge_03.wav
14:45:01
Resource
Loading: sounds/enemies/orc_charge_04.wav
14:45:01
Resource
Loading: sounds/enemies/orc_rage_01.wav
14:45:01
Resource
Loading: sounds/enemies/orc_rage_02.wav
14:45:01
Resource
Loading: sounds/enemies/orc_rage_03.wav
14:45:01
Resource
Loading: sounds/enemies/orc_rage_04.wav
14:45:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:45:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:45:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:45:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:45:04
Resource
Loading: music/orcs_02.music
14:45:04
Resource
Unloading: music/worldmap_03.music
14:45:10
SQ
TurnSequenceBar::entityWaitTurn(Ragnar the Blade)
14:45:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:45:10
SQ
Turn started for Orc Berserker
14:45:10
SQ
*
14:45:10
SQ
* Orc Berserker: Starting turn.
14:45:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:45:11
SQ
defensive score: 0
14:45:11
SQ
defensive threshold: 9.09091
14:45:11
SQ
-> Behaviors to pick from:
Engage.Melee (124.103)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
Engage.Melee (124.103)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
14:45:11
SQ
-> Behavior picked: Engage.Melee (124.103)
14:45:11
SQ
* Orc Berserker: Engaging to melee range with Ragnar the Blade (not visible), accepted_distance=0
14:45:12
SQ
* Orc Berserker: Reached engage destination
14:45:12
SQ
defensive score: 0
14:45:12
SQ
defensive threshold: 9.09091
14:45:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
14:45:12
SQ
-> Behavior picked: Idle (1)
14:45:12
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:45:12
SQ
* ---------------------------------------------------
14:45:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:45:12
SQ
Turn started for Orc Berserker
14:45:12
SQ
*
14:45:12
SQ
* Orc Berserker: Starting turn.
14:45:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:45:13
SQ
defensive score: 0
14:45:13
SQ
defensive threshold: 9.09091
14:45:13
SQ
-> Behaviors to pick from:
Engage.Melee (140.556)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
Engage.Melee (140.556)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
14:45:13
SQ
-> Behavior picked: Engage.Melee (140.556)
14:45:13
SQ
* Orc Berserker: Engaging to melee range with Alantyr the Swift (not visible), accepted_distance=0
14:45:14
SQ
* Orc Berserker: Reached engage destination
14:45:14
SQ
defensive score: 0
14:45:14
SQ
defensive threshold: 9.09091
14:45:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
14:45:14
SQ
-> Behavior picked: Idle (1)
14:45:14
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:45:14
SQ
* ---------------------------------------------------
14:45:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:45:14
SQ
Turn started for Orc Berserker
14:45:14
SQ
*
14:45:14
SQ
* Orc Berserker: Starting turn.
14:45:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:45:15
SQ
defensive score: 0
14:45:15
SQ
defensive threshold: 9.09091
14:45:15
SQ
-> Behaviors to pick from:
Engage.Melee (158.125)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
Engage.Melee (158.125)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
14:45:15
SQ
-> Behavior picked: Engage.Melee (158.125)
14:45:15
SQ
* Orc Berserker: Engaging to melee range with Gothart (not visible), accepted_distance=0
14:45:16
SQ
* Orc Berserker: Reached engage destination
14:45:16
SQ
defensive score: 0
14:45:16
SQ
defensive threshold: 9.09091
14:45:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
14:45:16
SQ
-> Behavior picked: Idle (1)
14:45:16
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:45:16
SQ
* ---------------------------------------------------
14:45:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:45:16
SQ
Turn started for Thorismund Balduric
14:45:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:45:22
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Orc Berserker]
14:45:22
SQ
Thorismund Balduric uses skill Shoot Bolt
14:45:23
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:45:23
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:45:24
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:45:24
SQ
Thorismund Balduric uses skill Reload
14:45:24
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:45:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:45:24
SQ
Turn started for Orc Berserker
14:45:24
SQ
*
14:45:24
SQ
* Orc Berserker: Starting turn.
14:45:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:45:24
SQ
defensive score: 0
14:45:24
SQ
defensive threshold: 9.09091
14:45:25
SQ
-> Behaviors to pick from:
Engage.Melee (176)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
Engage.Melee (176)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
14:45:25
SQ
-> Behavior picked: Engage.Melee (176)
14:45:25
SQ
* Orc Berserker: Engaging to melee range with Ragnar the Blade (not visible), accepted_distance=0
14:45:26
SQ
* Orc Berserker: Reached engage destination
14:45:26
SQ
defensive score: 0
14:45:26
SQ
defensive threshold: 9.09091
14:45:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
14:45:26
SQ
-> Behavior picked: Idle (1)
14:45:26
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:45:26
SQ
* ---------------------------------------------------
14:45:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:45:26
SQ
Turn started for Torleif
14:45:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:45:35
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Berserker]
14:45:35
SQ
Torleif uses skill Quick Shot
14:45:38
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Berserker]
14:45:38
SQ
Torleif uses skill Quick Shot
14:45:38
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:45:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:45:39
SQ
Turn started for Svein
14:45:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:45:39
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:45:40
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:45:40
SQ
Svein uses skill Spearwall
14:45:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:45:44
SQ
Turn started for Gothart
14:45:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:45:47
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Orc Berserker]
14:45:47
SQ
Gothart uses skill Shoot Heavy Bolt
14:45:47
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:45:48
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:45:48
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:45:48
SQ
Gothart uses skill Reload
14:45:48
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
14:45:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:45:49
SQ
Turn started for Gunnar the Hound
14:45:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:45:51
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:45:51
SQ
Gunnar the Hound uses skill Spearwall
14:45:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:45:52
SQ
Turn started for Gerhard
14:45:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:45:54
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
14:45:54
SQ
Gerhard uses skill Spearwall
14:45:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:45:55
SQ
Turn started for Alantyr the Swift
14:45:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:45:59
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
14:45:59
SQ
Alantyr the Swift uses skill Perfect Focus
14:46:11
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Orc Berserker]
14:46:11
SQ
Alantyr the Swift uses skill Quick Shot
14:46:13
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Orc Berserker]
14:46:13
SQ
Alantyr the Swift uses skill Quick Shot
14:46:14
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:46:15
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:46:16
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Orc Berserker]
14:46:16
SQ
Alantyr the Swift uses skill Quick Shot
14:46:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:46:19
SQ
Turn started for Alfgeir
14:46:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:46:22
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:46:22
SQ
Alfgeir uses skill Spearwall
14:46:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:46:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:46:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:46:29
SQ
Turn started for Winrich
14:46:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:46:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:46:30
SQ
Turn started for Palaemon the Oldguard
14:46:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:46:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:46:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:46:40
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:46:40
SQ
Ragnar the Blade uses skill Quick Shot
14:46:42
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:46:42
SQ
Ragnar the Blade uses skill Quick Shot
14:46:43
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:46:43
SQ
INFO: Next round issued: 2
14:46:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:46:43
SQ
Turn started for Orc Berserker
14:46:43
SQ
*
14:46:43
SQ
* Orc Berserker: Starting turn.
14:46:43
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:46:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:46:44
SQ
defensive score: 0
14:46:44
SQ
defensive threshold: 9.09091
14:46:44
SQ
-> Behaviors to pick from:
Engage.Melee (203.55)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
Engage.Melee (203.55)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
14:46:44
SQ
-> Behavior picked: Engage.Melee (203.55)
14:46:44
SQ
* Orc Berserker: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
14:46:45
SQ
* Orc Berserker: Reached engage destination
14:46:45
SQ
defensive score: 0
14:46:45
SQ
defensive threshold: 9.09091
14:46:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
14:46:45
SQ
-> Behavior picked: Idle (1)
14:46:46
SQ
* Orc Berserker: Ending Turn with 2 of 8 AP left.
14:46:46
SQ
* ---------------------------------------------------
14:46:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:46:46
SQ
Turn started for Orc Berserker
14:46:46
SQ
*
14:46:46
SQ
* Orc Berserker: Starting turn.
14:46:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:46:46
SQ
defensive score: 0
14:46:46
SQ
defensive threshold: 9.09091
14:46:46
SQ
-> Behaviors to pick from:
Engage.Melee (212.51)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
Engage.Melee (212.51)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
14:46:46
SQ
-> Behavior picked: Engage.Melee (212.51)
14:46:47
SQ
* Orc Berserker: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
14:46:48
SQ
* Orc Berserker: Reached engage destination
14:46:48
SQ
defensive score: 0
14:46:48
SQ
defensive threshold: 9.09091
14:46:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
14:46:48
SQ
-> Behavior picked: Idle (1)
14:46:48
SQ
* Orc Berserker: Ending Turn with 2 of 8 AP left.
14:46:48
SQ
* ---------------------------------------------------
14:46:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:46:48
SQ
Turn started for Winrich
14:46:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:46:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:46:53
SQ
Turn started for Bjarne
14:46:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:46:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:46:56
SQ
Turn started for Orc Berserker
14:46:56
SQ
*
14:46:56
SQ
* Orc Berserker: Starting turn.
14:46:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:46:56
SQ
defensive score: 0
14:46:56
SQ
defensive threshold: 9.09091
14:46:56
SQ
-> Behaviors to pick from:
Engage.Melee (204.882)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
Engage.Melee (204.882)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
14:46:56
SQ
-> Behavior picked: Engage.Melee (204.882)
14:46:57
SQ
* Orc Berserker: Engaging to melee range with Gothart (visible), accepted_distance=0
14:46:58
SQ
* Orc Berserker: Reached engage destination
14:46:59
SQ
defensive score: 0
14:46:59
SQ
defensive threshold: 9.09091
14:46:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
14:46:59
SQ
-> Behavior picked: Idle (1)
14:46:59
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:46:59
SQ
* ---------------------------------------------------
14:46:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:46:59
SQ
Turn started for Orc Berserker
14:46:59
SQ
*
14:46:59
SQ
* Orc Berserker: Starting turn.
14:47:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:47:00
SQ
defensive score: 0
14:47:00
SQ
defensive threshold: 9.09091
14:47:00
SQ
-> Behaviors to pick from:
Engage.Melee (194.063)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
Engage.Melee (194.063)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
14:47:00
SQ
-> Behavior picked: Engage.Melee (194.063)
14:47:00
SQ
* Orc Berserker: Engaging to melee range with Bjarne (visible), accepted_distance=0
14:47:02
SQ
* Orc Berserker: Reached engage destination
14:47:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
14:47:02
SQ
-> Behavior picked: Idle (1)
14:47:02
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:47:02
SQ
* ---------------------------------------------------
14:47:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:47:02
SQ
Turn started for Thorismund Balduric
14:47:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:47:08
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Orc Berserker]
14:47:08
SQ
Thorismund Balduric uses skill Shoot Bolt
14:47:09
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:47:09
SQ
Thorismund Balduric uses skill Reload
14:47:09
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:47:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:47:10
SQ
Turn started for Ragnar the Blade
14:47:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:47:14
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:47:14
SQ
Ragnar the Blade uses skill Quick Shot
14:47:15
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:47:15
SQ
Ragnar the Blade uses skill Quick Shot
14:47:16
SQ
Orc Berserker has died.
14:47:19
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:47:19
SQ
Ragnar the Blade uses skill Quick Shot
14:47:19
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:47:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:47:19
SQ
Turn started for Palaemon the Oldguard
14:47:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:47:20
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:47:24
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
14:47:24
SQ
Palaemon the Oldguard uses skill Rally the Troops
14:47:24
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
14:47:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:47:24
SQ
Turn started for Gothart
14:47:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:47:30
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Orc Berserker]
14:47:30
SQ
Gothart uses skill Shoot Heavy Bolt
14:47:31
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:47:31
SQ
Gothart uses skill Reload
14:47:31
SQ
Skill [Rallied] removed from [Gothart].
14:47:31
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
14:47:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:47:32
SQ
Turn started for Torleif
14:47:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:47:38
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Berserker]
14:47:38
SQ
Torleif uses skill Quick Shot
14:47:39
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:47:39
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:47:40
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Berserker]
14:47:40
SQ
Torleif uses skill Quick Shot
14:47:40
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:47:40
SQ
Skill [Rallied] removed from [Torleif].
14:47:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:47:41
SQ
Turn started for Svein
14:47:41
SQ
Skill [Spearwall] removed from [Svein].
14:47:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:47:41
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:47:43
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:47:43
SQ
Svein uses skill Spearwall
14:47:45
SQ
Skill [Rallied] removed from [Svein].
14:47:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:47:45
SQ
Turn started for Gunnar the Hound
14:47:45
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:47:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:47:47
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:47:47
SQ
Gunnar the Hound uses skill Spearwall
14:47:48
SQ
Skill [Rallied] removed from [Gunnar the Hound].
14:47:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:47:49
SQ
Turn started for Gerhard
14:47:49
SQ
Skill [Spearwall] removed from [Gerhard].
14:47:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:47:50
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
14:47:50
SQ
Gerhard uses skill Spearwall
14:47:52
SQ
Skill [Rallied] removed from [Gerhard].
14:47:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:47:52
SQ
Turn started for Alfgeir
14:47:52
SQ
Skill [Spearwall] removed from [Alfgeir].
14:47:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:47:54
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:47:54
SQ
Alfgeir uses skill Spearwall
14:47:55
SQ
Skill [Rallied] removed from [Alfgeir].
14:47:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:47:55
SQ
Turn started for Alantyr the Swift
14:47:55
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
14:47:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:48:11
UI
equip item: 57361521
14:48:17
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
14:48:17
SQ
Alantyr the Swift uses skill Perfect Focus
14:48:19
SQ
[Alantyr the Swift] executes skill [Impale] on target [Orc Berserker]
14:48:19
SQ
Alantyr the Swift uses skill Impale
14:48:21
SQ
Skill [Rallied] removed from [Alantyr the Swift].
14:48:21
SQ
INFO: Next round issued: 3
14:48:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:48:21
SQ
Turn started for Thorismund Balduric
14:48:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:48:24
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Orc Berserker]
14:48:24
SQ
Thorismund Balduric uses skill Shoot Bolt
14:48:26
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:48:26
SQ
Thorismund Balduric uses skill Reload
14:48:26
SQ
Skill [Rallied] removed from [Thorismund Balduric].
14:48:26
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:48:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:48:26
SQ
Turn started for Ragnar the Blade
14:48:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:48:28
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:48:28
SQ
Ragnar the Blade uses skill Quick Shot
14:48:30
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:48:30
SQ
Ragnar the Blade uses skill Quick Shot
14:48:30
SQ
Skill [Rallied] removed from [Ragnar the Blade].
14:48:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:48:30
SQ
Turn started for Orc Berserker
14:48:30
SQ
*
14:48:30
SQ
* Orc Berserker: Starting turn.
14:48:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:48:31
SQ
-> Behaviors to pick from:
Attack.SplitShield (122.786)(*), Attack.Default (52.447)(*), Idle (1), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0), Defend (0)
Attack.SplitShield (122.786)(*), Attack.Default (52.447)(*), Idle (1), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0), Defend (0)
14:48:31
SQ
-> Behavior picked: Attack.SplitShield (122.786)
14:48:31
SQ
* Orc Berserker: Using Split Shield against Bjarne!
14:48:31
SQ
Orc Berserker uses skill Split Shield
14:48:31
SQ
-> Behaviors to pick from:
Attack.Default (69.9977)(*), Idle (1), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Roam (0), Engage.Melee (0), Defend (0), Attack.SplitShield (0)
Attack.Default (69.9977)(*), Idle (1), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Roam (0), Engage.Melee (0), Defend (0), Attack.SplitShield (0)
14:48:31
SQ
-> Behavior picked: Attack.Default (69.9977)
14:48:32
SQ
* Orc Berserker: Using Chop against Bjarne!
14:48:32
SQ
Orc Berserker uses skill Chop
14:48:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Roam (0), BreakFree (0), Charge (0), Engage.Melee (0), Attack.Thresh (0), Defend (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), Flee (0), Roam (0), BreakFree (0), Charge (0), Engage.Melee (0), Attack.Thresh (0), Defend (0), Attack.SplitShield (0), Attack.Default (0)
14:48:32
SQ
-> Behavior picked: Idle (1)
14:48:33
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:48:33
SQ
* ---------------------------------------------------
14:48:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:48:33
SQ
Turn started for Orc Berserker
14:48:33
SQ
*
14:48:33
SQ
* Orc Berserker: Starting turn.
14:48:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:48:33
SQ
-> Behaviors to pick from:
Engage.Melee (254.211)(*), Idle (1), Roam (0), Flee (0), Attack.SplitShield (0), Attack.Thresh (0), BreakFree (0), Charge (0), Defend (0), Attack.Default (0)
Engage.Melee (254.211)(*), Idle (1), Roam (0), Flee (0), Attack.SplitShield (0), Attack.Thresh (0), BreakFree (0), Charge (0), Defend (0), Attack.Default (0)
14:48:33
SQ
-> Behavior picked: Engage.Melee (254.211)
14:48:34
SQ
* Orc Berserker: Engaging to melee range with Gothart (visible), accepted_distance=0
14:48:35
SQ
* Orc Berserker: Reached engage destination
14:48:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Attack.SplitShield (0), Attack.Thresh (0), Charge (0), Flee (0), Defend (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), Roam (0), BreakFree (0), Attack.SplitShield (0), Attack.Thresh (0), Charge (0), Flee (0), Defend (0), Attack.Default (0), Engage.Melee (0)
14:48:35
SQ
-> Behavior picked: Idle (1)
14:48:35
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:48:35
SQ
* ---------------------------------------------------
14:48:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:48:35
SQ
Turn started for Orc Berserker
14:48:35
SQ
*
14:48:35
SQ
* Orc Berserker: Starting turn.
14:48:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:48:35
SQ
-> Behaviors to pick from:
Engage.Melee (258.553)(*), Idle (1), Roam (0), Flee (0), Attack.SplitShield (0), Attack.Thresh (0), BreakFree (0), Charge (0), Defend (0), Attack.Default (0)
Engage.Melee (258.553)(*), Idle (1), Roam (0), Flee (0), Attack.SplitShield (0), Attack.Thresh (0), BreakFree (0), Charge (0), Defend (0), Attack.Default (0)
14:48:35
SQ
-> Behavior picked: Engage.Melee (258.553)
14:48:36
SQ
* Orc Berserker: Engaging to melee range with Gothart (visible), accepted_distance=0
14:48:37
SQ
* Orc Berserker: Reached engage destination
14:48:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Attack.SplitShield (0), Attack.Thresh (0), Charge (0), Flee (0), Defend (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), Roam (0), BreakFree (0), Attack.SplitShield (0), Attack.Thresh (0), Charge (0), Flee (0), Defend (0), Attack.Default (0), Engage.Melee (0)
14:48:37
SQ
-> Behavior picked: Idle (1)
14:48:37
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:48:37
SQ
* ---------------------------------------------------
14:48:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:48:37
SQ
Turn started for Bjarne
14:48:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:48:42
UI
equip item: 51192574
14:48:45
SQ
[Bjarne] executes skill [Shieldwall] on target [Bjarne]
14:48:45
SQ
Bjarne uses skill Shieldwall
14:48:48
SQ
[Bjarne] executes skill [Cleave] on target [Orc Berserker]
14:48:48
SQ
Bjarne uses skill Cleave
14:48:48
SQ
Skill [Rallied] removed from [Bjarne].
14:48:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:48:48
SQ
Turn started for Winrich
14:48:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:48:53
SQ
[Winrich] executes skill [Slash] on target [Orc Berserker]
14:48:53
SQ
Winrich uses skill Slash
14:48:53
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:48:53
SQ
Orc Berserker has died.
14:48:54
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:48:57
SQ
Skill [Rallied] removed from [Winrich].
14:48:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:48:57
SQ
Turn started for Gothart
14:48:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:49:01
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Orc Berserker]
14:49:01
SQ
Gothart uses skill Shoot Heavy Bolt
14:49:02
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:49:02
SQ
Gothart uses skill Reload
14:49:02
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
14:49:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:49:02
SQ
Turn started for Torleif
14:49:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:49:08
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Berserker]
14:49:08
SQ
Torleif uses skill Quick Shot
14:49:09
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Berserker]
14:49:09
SQ
Torleif uses skill Quick Shot
14:49:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:49:10
SQ
Turn started for Svein
14:49:10
SQ
Skill [Spearwall] removed from [Svein].
14:49:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:49:17
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:49:17
SQ
Svein uses skill Spearwall
14:49:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:49:19
SQ
Turn started for Gunnar the Hound
14:49:19
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:49:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:49:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:49:24
SQ
Turn started for Gerhard
14:49:24
SQ
Skill [Spearwall] removed from [Gerhard].
14:49:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:49:27
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
14:49:27
SQ
Gerhard uses skill Spearwall
14:49:27
UI
ERROR: Failed to query entity skills data for entity (33029). Reason: Invalid result.
14:49:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:49:27
SQ
Turn started for Alfgeir
14:49:27
SQ
Skill [Spearwall] removed from [Alfgeir].
14:49:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:49:30
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:49:30
SQ
Alfgeir uses skill Spearwall
14:49:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:49:32
SQ
Turn started for Palaemon the Oldguard
14:49:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:49:42
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
14:49:42
SQ
Palaemon the Oldguard uses skill Rally the Troops
14:49:42
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
14:49:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:49:43
SQ
Turn started for Alantyr the Swift
14:49:43
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
14:49:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:49:45
Resource
Loading: music/orcs_01.music
14:49:45
Resource
Unloading: music/orcs_02.music
14:49:49
SQ
Skill [Rallied] removed from [Alantyr the Swift].
14:49:49
SQ
INFO: Next round issued: 4
14:49:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:49:50
SQ
Turn started for Ragnar the Blade
14:49:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:49:53
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:49:53
SQ
Ragnar the Blade uses skill Quick Shot
14:49:54
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:49:54
SQ
Ragnar the Blade uses skill Quick Shot
14:49:55
SQ
Skill [Rallied] removed from [Ragnar the Blade].
14:49:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:49:55
SQ
Turn started for Thorismund Balduric
14:49:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:49:58
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Orc Berserker]
14:49:58
SQ
Thorismund Balduric uses skill Shoot Bolt
14:50:00
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:50:00
SQ
Thorismund Balduric uses skill Reload
14:50:00
SQ
Skill [Rallied] removed from [Thorismund Balduric].
14:50:00
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:50:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:50:00
SQ
Turn started for Gothart
14:50:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:50:02
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Orc Berserker]
14:50:02
SQ
Gothart uses skill Shoot Heavy Bolt
14:50:03
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:50:03
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:50:03
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:50:03
SQ
Gothart uses skill Reload
14:50:03
SQ
Skill [Rallied] removed from [Gothart].
14:50:03
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
14:50:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:50:04
SQ
Turn started for Orc Berserker
14:50:04
SQ
*
14:50:04
SQ
* Orc Berserker: Starting turn.
14:50:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:50:04
SQ
defensive score: 0
14:50:04
SQ
defensive threshold: 9.09091
14:50:04
SQ
-> Behaviors to pick from:
Engage.Melee (253.125)(*), Idle (1), Attack.Thresh (0), Charge (0), BreakFree (0), Flee (0), Defend (0), Attack.Default (0), Attack.SplitShield (0), Roam (0)
Engage.Melee (253.125)(*), Idle (1), Attack.Thresh (0), Charge (0), BreakFree (0), Flee (0), Defend (0), Attack.Default (0), Attack.SplitShield (0), Roam (0)
14:50:04
SQ
-> Behavior picked: Engage.Melee (253.125)
14:50:05
SQ
* Orc Berserker: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:50:06
SQ
* Orc Berserker: Reached engage destination
14:50:06
SQ
defensive score: 0
14:50:06
SQ
defensive threshold: 9.09091
14:50:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Thresh (0), Defend (0), BreakFree (0), Flee (0), Attack.Default (0), Charge (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Thresh (0), Defend (0), BreakFree (0), Flee (0), Attack.Default (0), Charge (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0)
14:50:06
SQ
-> Behavior picked: Idle (1)
14:50:06
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:50:06
SQ
* ---------------------------------------------------
14:50:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:50:06
SQ
Turn started for Orc Berserker
14:50:06
SQ
*
14:50:06
SQ
* Orc Berserker: Starting turn.
14:50:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:50:07
SQ
defensive score: 0
14:50:07
SQ
defensive threshold: 9.09091
14:50:07
SQ
-> Behaviors to pick from:
Engage.Melee (327.273)(*), Idle (1), Attack.Thresh (0), Charge (0), BreakFree (0), Flee (0), Defend (0), Attack.Default (0), Attack.SplitShield (0), Roam (0)
Engage.Melee (327.273)(*), Idle (1), Attack.Thresh (0), Charge (0), BreakFree (0), Flee (0), Defend (0), Attack.Default (0), Attack.SplitShield (0), Roam (0)
14:50:07
SQ
-> Behavior picked: Engage.Melee (327.273)
14:50:07
SQ
* Orc Berserker: Engaging to melee range with Ragnar the Blade (visible), accepted_distance=0
14:50:08
SQ
* Orc Berserker: Reached engage destination
14:50:08
SQ
defensive score: 0
14:50:08
SQ
defensive threshold: 9.09091
14:50:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Thresh (0), Defend (0), BreakFree (0), Flee (0), Attack.Default (0), Charge (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Thresh (0), Defend (0), BreakFree (0), Flee (0), Attack.Default (0), Charge (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0)
14:50:08
SQ
-> Behavior picked: Idle (1)
14:50:08
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:50:08
SQ
* ---------------------------------------------------
14:50:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:50:09
SQ
Turn started for Torleif
14:50:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:50:13
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Berserker]
14:50:13
SQ
Torleif uses skill Quick Shot
14:50:13
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:50:13
SQ
Orc Berserker has died.
14:50:14
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:50:15
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Berserker]
14:50:15
SQ
Torleif uses skill Quick Shot
14:50:15
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:50:15
SQ
Skill [Rallied] removed from [Torleif].
14:50:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:50:16
SQ
Turn started for Bjarne
14:50:16
SQ
Skill [Shieldwall] removed from [Bjarne].
14:50:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:50:16
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:50:20
SQ
Skill [Rallied] removed from [Bjarne].
14:50:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:50:20
SQ
Turn started for Svein
14:50:20
SQ
Skill [Spearwall] removed from [Svein].
14:50:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:50:23
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:50:23
SQ
Svein uses skill Spearwall
14:50:25
SQ
Skill [Rallied] removed from [Svein].
14:50:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:50:25
SQ
Turn started for Gunnar the Hound
14:50:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:50:27
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
14:50:27
SQ
Gunnar the Hound uses skill Spearwall
14:50:28
SQ
Skill [Rallied] removed from [Gunnar the Hound].
14:50:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:50:28
SQ
Turn started for Winrich
14:50:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:50:30
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
14:50:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:50:31
SQ
Turn started for Alfgeir
14:50:31
SQ
Skill [Spearwall] removed from [Alfgeir].
14:50:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:50:33
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
14:50:33
SQ
Alfgeir uses skill Spearwall
14:50:35
SQ
Skill [Rallied] removed from [Alfgeir].
14:50:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:50:35
SQ
Turn started for Gerhard
14:50:35
SQ
Skill [Spearwall] removed from [Gerhard].
14:50:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:50:43
SQ
Skill [Rallied] removed from [Gerhard].
14:50:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:50:43
SQ
Turn started for Alantyr the Swift
14:50:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:50:47
UI
equip item: 52581971
14:50:51
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
14:50:51
SQ
Alantyr the Swift uses skill Perfect Focus
14:50:53
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Orc Berserker]
14:50:53
SQ
Alantyr the Swift uses skill Quick Shot
14:50:53
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:50:54
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:50:55
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Orc Berserker]
14:50:55
SQ
Alantyr the Swift uses skill Quick Shot
14:50:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:50:57
SQ
Turn started for Palaemon the Oldguard
14:50:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:51:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:51:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:51:13
SQ
Skill [Rallied] removed from [Winrich].
14:51:14
SQ
INFO: Next round issued: 5
14:51:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:51:14
SQ
Turn started for Ragnar the Blade
14:51:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:51:17
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:51:17
SQ
Ragnar the Blade uses skill Quick Shot
14:51:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:51:26
SQ
Turn started for Gerhard
14:51:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:51:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:51:32
SQ
Turn started for Orc Berserker
14:51:32
SQ
*
14:51:32
SQ
* Orc Berserker: Starting turn.
14:51:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:51:32
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Engage.Melee (0), Attack.Default (0), Defend (0), Charge (0), Attack.SplitShield (0), Roam (0), BreakFree (0), Attack.Thresh (0)
Flee (9000)(*), Idle (1), Engage.Melee (0), Attack.Default (0), Defend (0), Charge (0), Attack.SplitShield (0), Roam (0), BreakFree (0), Attack.Thresh (0)
14:51:32
SQ
-> Behavior picked: Flee (9000)
14:51:33
SQ
* Orc Berserker: Fleeing.
14:51:35
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend (0), Charge (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), BreakFree (0), Attack.Thresh (0), Attack.Default (0)
Flee (9000)(*), Idle (1), Defend (0), Charge (0), Engage.Melee (0), Attack.SplitShield (0), Roam (0), BreakFree (0), Attack.Thresh (0), Attack.Default (0)
14:51:35
SQ
-> Behavior picked: Flee (9000)
14:51:35
SQ
* Orc Berserker: Fleeing.
14:51:35
SQ
Orc Berserker has died.
14:51:35
Resource
Unloading: gfx/orientation_overlay.png
14:51:35
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
14:51:35
SQ
Skill [Spearwall] removed from [Alfgeir].
14:51:35
SQ
Skill [Spearwall] removed from [Svein].
14:51:35
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
14:51:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:51:36
SQ
Turn started for Thorismund Balduric
14:51:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:51:39
Resource
Loading: music/victory_01.music
14:51:39
Resource
Unloading: music/orcs_01.music
14:52:07
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:52:07
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
14:52:07
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
14:52:07
SQ
World::onCombatFinished
14:52:07
SQ
TacticalState::onFinish
14:52:08
Resource
Unloading: gfx/object_0.png
14:52:08
Resource
Unloading: gfx/detail.png
14:52:08
Resource
Unloading Resource Package "Temporary Tactical Resources".
14:52:08
Resource
Unloading: sounds/enemies/orc_hurt_01.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_hurt_02.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_hurt_03.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_hurt_04.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_hurt_05.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_death_01.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_death_02.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_death_03.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_death_04.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_death_05.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_death_06.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_flee_03.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_flee_05.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_flee_06.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_idle_01.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_idle_02.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_idle_03.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_idle_04.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_idle_05.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_idle_06.wav
14:52:08
Resource
Unloading: gfx/entity_2.png
14:52:08
Resource
Unloading: sounds/enemies/orc_charge_01.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_charge_02.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_charge_03.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_charge_04.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_rage_01.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_rage_02.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_rage_03.wav
14:52:08
Resource
Unloading: sounds/enemies/orc_rage_04.wav
14:52:08
UI
IngameMenuScreen::UNREGISTER
14:52:08
UI
MainMenuModule::UNREGISTER
14:52:08
UI
LoadCampaignMenuModule::UNREGISTER
14:52:08
UI
SaveCampaignMenuModule::UNREGISTER
14:52:08
UI
OptionsMenuModule::UNREGISTER
14:52:08
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:52:08
UI
OptionsMenuModuleVideoPanel::UNREGISTER
14:52:08
UI
OptionsMenuModuleControlsPanel::UNREGISTER
14:52:08
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
14:52:08
UI
TacticalFleeScreen::UNREGISTER
14:52:08
UI
CharacterScreen::UNREGISTER
14:52:08
UI
CharacterScreenLeftPanelModule::UNREGISTER
14:52:08
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
14:52:08
UI
CharacterScreenPaperdollModule::UNREGISTER
14:52:08
UI
CharacterScreenSkillsModule::UNREGISTER
14:52:08
UI
CharacterScreenStatsModule::UNREGISTER
14:52:08
UI
CharacterScreenRightPanelModule::UNREGISTER
14:52:08
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
14:52:08
UI
CharacterScreenInventoryListModule::UNREGISTER
14:52:08
UI
CharacterScreenPerksModule::UNREGISTER
14:52:08
UI
CharacterScreenBrothersListModule::UNREGISTER
14:52:08
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
14:52:08
UI
TacticalScreen::UNREGISTER
14:52:08
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
14:52:08
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
14:52:08
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
14:52:08
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
14:52:08
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
14:52:08
UI
TacticalCombatResultScreen::UNREGISTER
14:52:08
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
14:52:08
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
14:52:11
Resource
Loading: music/worldmap_03.music
14:52:11
Resource
Unloading: music/victory_01.music
14:53:49
SQ
contract removed: contract.errant
14:53:55
SQ
Save campaign: Hawksmoor's Hellions
14:53:56
Scene
Finished saving scene.
14:54:01
SQ
Location entered: Hurgash Ghaal
14:54:11
SQ
chance to fire event: 12.9651%
14:54:20
SQ
chance to fire event: 13.9274%
14:54:28
SQ
chance to fire event: 14.8899%
14:54:30
SQ
contract removed: contract.errant
14:54:37
SQ
chance to fire event: 15.8524%
14:54:46
SQ
chance to fire event: 16.8151%
14:54:56
SQ
contract removed: contract.errant
14:54:56
SQ
chance to fire event: 17.7778%
14:54:59
SQ
contract removed: contract.errant
14:55:04
SQ
Location entered: Rubrokk
14:55:11
SQ
Save campaign: autosave
14:55:12
Scene
Finished saving scene.
14:55:13
SQ
WorldState::onHide
14:55:13
UI
CharacterScreen::REGISTER
14:55:13
UI
CharacterScreenLeftPanelModule::REGISTER
14:55:13
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
14:55:13
UI
CharacterScreenPaperdollModule::REGISTER
14:55:13
UI
CharacterScreenSkillsModule::REGISTER
14:55:13
UI
CharacterScreenStatsModule::REGISTER
14:55:13
UI
CharacterScreenRightPanelModule::REGISTER
14:55:13
UI
CharacterScreenRightPanelHeaderModule::REGISTER
14:55:13
UI
CharacterScreenInventoryListModule::REGISTER
14:55:13
UI
CharacterScreenPerksModule::REGISTER
14:55:13
UI
CharacterScreenBrothersListModule::REGISTER
14:55:13
UI
CharacterScreenBattleStartFooterModule::REGISTER
14:55:13
UI
TacticalFleeScreen::REGISTER
14:55:13
UI
IngameMenuScreen::REGISTER
14:55:13
UI
MainMenuModule::REGISTER
14:55:13
UI
LoadCampaignMenuModule::REGISTER
14:55:13
UI
SaveCampaignMenuModule::REGISTER
14:55:13
UI
OptionsMenuModule::REGISTER
14:55:13
UI
OptionsMenuModuleVideoPanel::REGISTER
14:55:14
UI
OptionsMenuModuleAudioPanel::REGISTER
14:55:14
UI
OptionsMenuModuleControlsPanel::REGISTER
14:55:14
UI
OptionsMenuModuleGameplayPanel::REGISTER
14:55:14
UI
TacticalCombatResultScreen::REGISTER
14:55:14
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
14:55:14
UI
TacticalCombatResultScreenLootPanel::REGISTER
14:55:14
UI
TacticalScreen::REGISTER
14:55:14
UI
TacticalScreenTurnSequenceBarModule::REGISTER
14:55:14
UI
TacticalScreenOrientationOverlayModule::REGISTER
14:55:14
UI
TacticalScreenTopbarEventLogModule::REGISTER
14:55:14
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
14:55:14
UI
TacticalScreenTopbarOptionsModule::REGISTER
14:55:14
Resource
Loading: gfx/detail.png
14:55:14
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
14:55:14
Resource
Loading: gfx/object_0.png
14:55:14
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
14:55:14
Resource
Loading: gfx/entity_2.png
14:55:14
Texture
Texture "gfx/entity_2.png" (ID: 16) took up approximately 10922kb in video memory.
14:55:14
Resource
Loading: gfx/orientation_overlay.png
14:55:14
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
14:55:14
Resource
Loading: sounds/atmosphere/forest_01.wav
14:55:14
Resource
Unloading: sounds/atmosphere/rain_02.wav
14:55:14
SQ
TACTICAL: STASH LOCKED: true
14:55:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:55:14
SQ
Turn started for Ragnar the Blade
14:55:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:55:14
SQ
INFO: Next round issued: 1
14:55:14
Resource
Started loading Resource Package "Temporary Tactical Resources".
14:55:14
Resource
Loading: sounds/enemies/orc_hurt_01.wav
14:55:14
Resource
Loading: sounds/enemies/orc_hurt_02.wav
14:55:14
Resource
Loading: sounds/enemies/orc_hurt_03.wav
14:55:14
Resource
Loading: sounds/enemies/orc_hurt_04.wav
14:55:14
Resource
Loading: sounds/enemies/orc_hurt_05.wav
14:55:14
Resource
Loading: sounds/enemies/orc_death_01.wav
14:55:14
Resource
Loading: sounds/enemies/orc_death_02.wav
14:55:14
Resource
Loading: sounds/enemies/orc_death_03.wav
14:55:14
Resource
Loading: sounds/enemies/orc_death_04.wav
14:55:14
Resource
Loading: sounds/enemies/orc_death_05.wav
14:55:14
Resource
Loading: sounds/enemies/orc_death_06.wav
14:55:14
Resource
Loading: sounds/enemies/orc_flee_03.wav
14:55:14
Resource
Loading: sounds/enemies/orc_flee_05.wav
14:55:14
Resource
Loading: sounds/enemies/orc_flee_06.wav
14:55:14
Resource
Loading: sounds/enemies/orc_idle_01.wav
14:55:14
Resource
Loading: sounds/enemies/orc_idle_02.wav
14:55:14
Resource
Loading: sounds/enemies/orc_idle_03.wav
14:55:14
Resource
Loading: sounds/enemies/orc_idle_04.wav
14:55:14
Resource
Loading: sounds/enemies/orc_idle_05.wav
14:55:14
Resource
Loading: sounds/enemies/orc_idle_06.wav
14:55:14
Resource
Loading: sounds/enemies/orc_charge_01.wav
14:55:14
Resource
Loading: sounds/enemies/orc_charge_02.wav
14:55:14
Resource
Loading: sounds/enemies/orc_charge_03.wav
14:55:14
Resource
Loading: sounds/enemies/orc_charge_04.wav
14:55:14
Resource
Loading: sounds/combat/pound_01.wav
14:55:14
Resource
Loading: sounds/combat/pound_02.wav
14:55:14
Resource
Loading: sounds/combat/pound_03.wav
14:55:14
Resource
Loading: sounds/combat/pound_hit_01.wav
14:55:14
Resource
Loading: sounds/combat/pound_hit_02.wav
14:55:14
Resource
Loading: sounds/combat/pound_hit_03.wav
14:55:14
Resource
Loading: sounds/combat/thresh_01.wav
14:55:14
Resource
Loading: sounds/combat/thresh_02.wav
14:55:14
Resource
Loading: sounds/combat/thresh_03.wav
14:55:14
Resource
Loading: sounds/combat/thresh_hit_01.wav
14:55:14
Resource
Loading: sounds/combat/thresh_hit_02.wav
14:55:14
Resource
Loading: sounds/combat/thresh_hit_03.wav
14:55:14
Resource
Loading: sounds/enemies/orc_rage_01.wav
14:55:14
Resource
Loading: sounds/enemies/orc_rage_02.wav
14:55:14
Resource
Loading: sounds/enemies/orc_rage_03.wav
14:55:14
Resource
Loading: sounds/enemies/orc_rage_04.wav
14:55:14
Resource
Loading: sounds/enemies/orc_linebreaker_01.wav
14:55:14
Resource
Loading: sounds/enemies/orc_linebreaker_02.wav
14:55:14
Resource
Loading: sounds/enemies/orc_linebreaker_03.wav
14:55:14
Resource
Loading: sounds/enemies/warcry_01.wav
14:55:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:55:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:55:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:55:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:55:18
Resource
Loading: music/orcs_02.music
14:55:18
Resource
Unloading: music/worldmap_03.music
14:55:35
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:55:35
SQ
Ragnar the Blade uses skill Quick Shot
14:55:35
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:55:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:55:36
SQ
Turn started for Orc Young
14:55:36
SQ
*
14:55:36
SQ
* Orc Young: Starting turn.
14:55:36
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:55:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:55:36
SQ
defensive score: 0.0566706
14:55:36
SQ
defensive threshold: 5.91398
14:55:36
SQ
-> Behaviors to pick from:
Engage.Melee (203.879)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (203.879)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:55:36
SQ
-> Behavior picked: Engage.Melee (203.879)
14:55:37
SQ
* Orc Young: Engaging to melee range with Bjarne (visible), accepted_distance=0
14:55:38
SQ
* Orc Young: Reached engage destination
14:55:38
SQ
defensive score: 0.0566706
14:55:38
SQ
defensive threshold: 5.91398
14:55:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:55:38
SQ
-> Behavior picked: Idle (1)
14:55:38
SQ
* Orc Young: Ending Turn with 2 of 9 AP left.
14:55:38
SQ
* ---------------------------------------------------
14:55:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:55:38
SQ
Turn started for Orc Young
14:55:38
SQ
*
14:55:38
SQ
* Orc Young: Starting turn.
14:55:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:55:39
SQ
defensive score: 0.0566706
14:55:39
SQ
defensive threshold: 5.91398
14:55:39
SQ
-> Behaviors to pick from:
Engage.Melee (176.667)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (176.667)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:55:39
SQ
-> Behavior picked: Engage.Melee (176.667)
14:55:39
SQ
* Orc Young: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:55:40
SQ
* Orc Young: Reached engage destination
14:55:40
SQ
defensive score: 0.0566706
14:55:40
SQ
defensive threshold: 5.91398
14:55:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:55:40
SQ
-> Behavior picked: Idle (1)
14:55:41
SQ
* Orc Young: Ending Turn with 3 of 9 AP left.
14:55:41
SQ
* ---------------------------------------------------
14:55:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:55:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:55:49
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Orc Young]
14:55:49
SQ
Thorismund Balduric uses skill Shoot Bolt
14:55:50
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:55:50
SQ
Thorismund Balduric uses skill Reload
14:55:50
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:55:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
14:55:51
SQ
Turn started for Torleif
14:55:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
14:55:57
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:55:57
SQ
Torleif uses skill Quick Shot
14:55:58
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:55:58
SQ
Torleif uses skill Quick Shot
14:55:58
SQ
Orc Young has died.
14:56:00
SQ
[Torleif] executes skill [Quick Shot] on target [Orc Young]
14:56:00
SQ
Torleif uses skill Quick Shot
14:56:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:56:00
SQ
Turn started for Svein
14:56:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:56:06
SQ
Skill [Hidden] removed from [Svein].
14:56:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:56:07
SQ
Turn started for Gothart
14:56:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:56:16
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
14:56:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:56:16
SQ
Turn started for Orc Berserker
14:56:16
SQ
*
14:56:16
SQ
* Orc Berserker: Starting turn.
14:56:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:56:17
SQ
defensive score: 0.0685714
14:56:17
SQ
defensive threshold: 5.90551
14:56:17
SQ
-> Behaviors to pick from:
Engage.Melee (163.333)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
Engage.Melee (163.333)(*), Idle (1), Charge (0), Roam (0), BreakFree (0), Attack.Default (0), Defend (0), Attack.Thresh (0), Attack.SplitShield (0), Flee (0)
14:56:17
SQ
-> Behavior picked: Engage.Melee (163.333)
14:56:17
SQ
* Orc Berserker: Engaging to melee range with Ragnar the Blade (not visible), accepted_distance=0
14:56:18
SQ
* Orc Berserker: Reached engage destination
14:56:18
SQ
defensive score: 0.0685714
14:56:18
SQ
defensive threshold: 5.90551
14:56:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Charge (0), Defend (0), BreakFree (0), Attack.Default (0), Attack.Thresh (0), Roam (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0)
14:56:18
SQ
-> Behavior picked: Idle (1)
14:56:18
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:56:18
SQ
* ---------------------------------------------------
14:56:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:56:19
SQ
Turn started for Orc Young
14:56:19
SQ
*
14:56:19
SQ
* Orc Young: Starting turn.
14:56:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:56:19
SQ
defensive score: 0.0685714
14:56:19
SQ
defensive threshold: 5.90551
14:56:19
SQ
-> Behaviors to pick from:
Engage.Melee (148.261)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (148.261)(*), SwitchTo.Ranged (90.6429)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), Charge (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
14:56:19
SQ
-> Behavior picked: SwitchTo.Ranged (90.6429)
14:56:20
SQ
* Orc Young: Switching to ranged weapon!
14:56:20
SQ
defensive score: 0.0685714
14:56:20
SQ
defensive threshold: 5.90551
14:56:20
SQ
-> Behaviors to pick from:
Engage.Melee (486.979)(*), Idle (1), Defend (0), Charge (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (486.979)(*), Idle (1), Defend (0), Charge (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.SplitShield (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
14:56:20
SQ
-> Behavior picked: Engage.Melee (486.979)
14:56:20
SQ
* Orc Young: Engaging to melee range with Winrich (visible), accepted_distance=0
14:56:20
SQ
* Orc Young: Reached engage destination
14:56:20
SQ
defensive score: 0.0685714
14:56:20
SQ
defensive threshold: 5.90551
14:56:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.KnockOut (0), Charge (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Default (0), Attack.KnockOut (0), Charge (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
14:56:20
SQ
-> Behavior picked: Idle (1)
14:56:21
SQ
* Orc Young: Ending Turn with 3 of 9 AP left.
14:56:21
SQ
* ---------------------------------------------------
14:56:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:56:21
SQ
Turn started for Bjarne
14:56:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:56:34
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
14:56:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:56:34
SQ
Turn started for Orc Young
14:56:34
SQ
*
14:56:34
SQ
* Orc Young: Starting turn.
14:56:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:56:35
SQ
defensive score: 0.0685714
14:56:35
SQ
defensive threshold: 5.90551
14:56:35
SQ
-> Behaviors to pick from:
Engage.Melee (194.615)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (194.615)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:56:35
SQ
-> Behavior picked: Engage.Melee (194.615)
14:56:35
SQ
* Orc Young: Engaging to melee range with Torleif (visible), accepted_distance=0
14:56:36
SQ
* Orc Young: Reached engage destination
14:56:36
SQ
defensive score: 0.0685714
14:56:36
SQ
defensive threshold: 5.90551
14:56:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:56:36
SQ
-> Behavior picked: Idle (1)
14:56:36
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:56:36
SQ
* ---------------------------------------------------
14:56:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:56:37
SQ
Turn started for Orc Young
14:56:37
SQ
*
14:56:37
SQ
* Orc Young: Starting turn.
14:56:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:56:37
SQ
defensive score: 0.0685714
14:56:37
SQ
defensive threshold: 5.90551
14:56:37
SQ
-> Behaviors to pick from:
Engage.Melee (156.538)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (156.538)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:56:37
SQ
-> Behavior picked: Engage.Melee (156.538)
14:56:38
SQ
* Orc Young: Engaging to melee range with Gothart (visible), accepted_distance=0
14:56:39
SQ
* Orc Young: Reached engage destination
14:56:39
SQ
defensive score: 0.0685714
14:56:39
SQ
defensive threshold: 5.90551
14:56:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:56:39
SQ
-> Behavior picked: Idle (1)
14:56:39
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:56:39
SQ
* ---------------------------------------------------
14:56:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:56:39
SQ
Turn started for Gunnar the Hound
14:56:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:56:49
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Orc Young]
14:56:49
SQ
Gunnar the Hound uses skill Thrust
14:56:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:56:49
SQ
Turn started for Gerhard
14:56:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:56:55
SQ
TurnSequenceBar::entityWaitTurn(Gerhard)
14:56:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:56:55
SQ
Turn started for Orc Young
14:56:55
SQ
*
14:56:55
SQ
* Orc Young: Starting turn.
14:56:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:56:55
SQ
defensive score: 0.0617143
14:56:55
SQ
defensive threshold: 5.90551
14:56:55
SQ
-> Behaviors to pick from:
Engage.Melee (192.5)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (192.5)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), Charge (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
14:56:55
SQ
-> Behavior picked: Engage.Melee (192.5)
14:56:56
SQ
* Orc Young: Engaging to melee range with Torleif (visible), accepted_distance=0
14:56:57
SQ
* Orc Young: Reached engage destination
14:56:57
SQ
defensive score: 0.0617143
14:56:57
SQ
defensive threshold: 5.90551
14:56:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), Charge (0), Roam (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
14:56:57
SQ
-> Behavior picked: Idle (1)
14:56:57
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:56:57
SQ
* ---------------------------------------------------
14:56:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:56:57
SQ
Turn started for Alantyr the Swift
14:56:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:57:08
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Orc Berserker]
14:57:08
SQ
Alantyr the Swift uses skill Quick Shot
14:57:11
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Orc Berserker]
14:57:11
SQ
Alantyr the Swift uses skill Quick Shot
14:57:11
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:57:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:57:12
SQ
Turn started for Alfgeir
14:57:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:57:12
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:57:20
SQ
[Alfgeir] executes skill [Thrust] on target [Orc Young]
14:57:20
SQ
Alfgeir uses skill Thrust
14:57:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:57:22
SQ
Turn started for Winrich
14:57:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:57:30
SQ
[Winrich] executes skill [Slash] on target [Orc Young]
14:57:30
SQ
Winrich uses skill Slash
14:57:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:57:30
SQ
Turn started for Palaemon the Oldguard
14:57:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:57:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
14:57:54
SQ
Turn started for Orc Warrior
14:57:54
SQ
*
14:57:54
SQ
* Orc Warrior: Starting turn.
14:57:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
14:57:55
SQ
-> Behaviors to pick from:
Engage.Melee (115.12)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), LineBreaker (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Flee (0)
Engage.Melee (115.12)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), LineBreaker (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Flee (0)
14:57:55
SQ
-> Behavior picked: Engage.Melee (115.12)
14:57:55
SQ
* Orc Warrior: Engaging to melee range with Alantyr the Swift (not visible), accepted_distance=0
14:57:56
SQ
* Orc Warrior: Reached engage destination
14:57:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), LineBreaker (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), LineBreaker (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), Engage.Melee (0)
14:57:56
SQ
-> Behavior picked: Idle (1)
14:57:56
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
14:57:56
SQ
* ---------------------------------------------------
14:57:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
14:57:57
SQ
Turn started for Orc Warrior
14:57:57
SQ
*
14:57:57
SQ
* Orc Warrior: Starting turn.
14:57:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
14:57:57
SQ
-> Behaviors to pick from:
Engage.Melee (130.909)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), LineBreaker (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Flee (0)
Engage.Melee (130.909)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), LineBreaker (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Flee (0)
14:57:57
SQ
-> Behavior picked: Engage.Melee (130.909)
14:57:58
SQ
* Orc Warrior: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:57:59
SQ
* Orc Warrior: Reached engage destination
14:57:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), LineBreaker (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), LineBreaker (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), Engage.Melee (0)
14:57:59
SQ
-> Behavior picked: Idle (1)
14:57:59
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
14:57:59
SQ
* ---------------------------------------------------
14:57:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
14:57:59
SQ
Turn started for Orc Warrior
14:57:59
SQ
*
14:57:59
SQ
* Orc Warrior: Starting turn.
14:58:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
14:58:00
SQ
-> Behaviors to pick from:
Engage.Melee (143.174)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), LineBreaker (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Flee (0)
Engage.Melee (143.174)(*), Idle (1), Attack.SplitShield (0), Defend (0), Retreat (0), LineBreaker (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Roam (0), Flee (0)
14:58:00
SQ
-> Behavior picked: Engage.Melee (143.174)
14:58:00
SQ
* Orc Warrior: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:58:01
SQ
* Orc Warrior: Reached engage destination
14:58:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), LineBreaker (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Retreat (0), LineBreaker (0), Roam (0), Flee (0), Defend.Knockback (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Defend (0), Engage.Melee (0)
14:58:01
SQ
-> Behavior picked: Idle (1)
14:58:01
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
14:58:01
SQ
* ---------------------------------------------------
14:58:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goth Na Ari - Locked: true)
14:58:01
SQ
Turn started for Goth Na Ari
14:58:01
SQ
*
14:58:01
SQ
* Goth Na Ari: Starting turn.
14:58:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goth Na Ari)
14:58:02
SQ
-> Behaviors to pick from:
Engage.Melee (101.853)(*), Idle (1), Defend (0), Warcry (0), Roam (0), Defend.Knockback (0), LineBreaker (0), Attack.Default (0), Attack.SplitShield (0), Attack.Thresh (0), Defend.Shieldwall (0), BreakFree (0), Flee (0)
Engage.Melee (101.853)(*), Idle (1), Defend (0), Warcry (0), Roam (0), Defend.Knockback (0), LineBreaker (0), Attack.Default (0), Attack.SplitShield (0), Attack.Thresh (0), Defend.Shieldwall (0), BreakFree (0), Flee (0)
14:58:02
SQ
-> Behavior picked: Engage.Melee (101.853)
14:58:02
SQ
* Goth Na Ari: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:58:03
SQ
* Goth Na Ari: Reached engage destination
14:58:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), LineBreaker (0), Roam (0), Defend.Knockback (0), Attack.Default (0), Warcry (0), Attack.SplitShield (0), Attack.Thresh (0), Defend.Shieldwall (0), BreakFree (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Defend (0), LineBreaker (0), Roam (0), Defend.Knockback (0), Attack.Default (0), Warcry (0), Attack.SplitShield (0), Attack.Thresh (0), Defend.Shieldwall (0), BreakFree (0), Flee (0), Engage.Melee (0)
14:58:03
SQ
-> Behavior picked: Idle (1)
14:58:04
SQ
* Goth Na Ari: Ending Turn with 2 of 8 AP left.
14:58:04
SQ
* ---------------------------------------------------
14:58:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:58:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:58:10
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Orc Berserker]
14:58:10
SQ
Gothart uses skill Shoot Heavy Bolt
14:58:12
SQ
[Gothart] executes skill [Reload] on target [Gothart]
14:58:12
SQ
Gothart uses skill Reload
14:58:12
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
14:58:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:58:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:58:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
14:58:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
14:58:27
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
14:58:27
SQ
Gerhard uses skill Spearwall
14:58:29
SQ
INFO: Next round issued: 2
14:58:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:58:29
SQ
Turn started for Orc Young
14:58:29
SQ
*
14:58:29
SQ
* Orc Young: Starting turn.
14:58:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:58:30
SQ
-> Behaviors to pick from:
Engage.Melee (218.911)(*), Idle (1), Attack.CrushArmor (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
Engage.Melee (218.911)(*), Idle (1), Attack.CrushArmor (0), Attack.SplitShield (0), BreakFree (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Swing (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
14:58:30
SQ
-> Behavior picked: Engage.Melee (218.911)
14:58:30
SQ
* Orc Young: Engaging to melee range with Torleif (visible), accepted_distance=0
14:58:31
SQ
* Orc Young: Reached engage destination
14:58:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Attack.KnockOut (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), Charge (0), Flee (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend (0), Engage.Melee (0)
14:58:31
SQ
-> Behavior picked: Idle (1)
14:58:31
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:58:31
SQ
* ---------------------------------------------------
14:58:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
14:58:32
SQ
Turn started for Ragnar the Blade
14:58:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
14:58:37
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:58:37
SQ
Ragnar the Blade uses skill Quick Shot
14:58:39
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Orc Berserker]
14:58:39
SQ
Ragnar the Blade uses skill Quick Shot
14:58:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:58:39
SQ
Turn started for Orc Young
14:58:39
SQ
*
14:58:39
SQ
* Orc Young: Starting turn.
14:58:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:58:40
SQ
-> Behaviors to pick from:
Attack.Default (30.9229)(*), Attack.KnockOut (30.2585)(*), Idle (1), Charge (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0)
Attack.Default (30.9229)(*), Attack.KnockOut (30.2585)(*), Idle (1), Charge (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0)
14:58:40
SQ
-> Behavior picked: Attack.KnockOut (30.2585)
14:58:40
SQ
* Orc Young: Using Knock Out against Winrich!
14:58:40
SQ
Orc Young uses skill Knock Out
14:58:40
SQ
-> Behaviors to pick from:
Attack.Default (35.4209)(*), Attack.KnockOut (29.436)(*), Idle (1), Roam (0), Defend (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Charge (0)
Attack.Default (35.4209)(*), Attack.KnockOut (29.436)(*), Idle (1), Roam (0), Defend (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Charge (0)
14:58:40
SQ
-> Behavior picked: Attack.KnockOut (29.436)
14:58:41
SQ
* Orc Young: Using Knock Out against Winrich!
14:58:41
SQ
Orc Young uses skill Knock Out
14:58:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Attack.Split (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.KnockOut (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Charge (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Attack.Split (0), Roam (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.KnockOut (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Charge (0), Attack.Default (0)
14:58:41
SQ
-> Behavior picked: Idle (1)
14:58:41
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:58:41
SQ
* ---------------------------------------------------
14:58:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
14:58:42
SQ
Turn started for Svein
14:58:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
14:58:44
SQ
[Svein] executes skill [Spearwall] on target [Svein]
14:58:44
SQ
Svein uses skill Spearwall
14:58:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
14:58:46
SQ
Turn started for Thorismund Balduric
14:58:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
14:58:50
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Orc Berserker]
14:58:50
SQ
Thorismund Balduric uses skill Shoot Bolt
14:58:51
Resource
Loading: sounds/enemies/skeleton_hurt_03.wav
14:58:51
Resource
Unloading: sounds/enemies/skeleton_hurt_03.wav
14:58:52
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
14:58:52
SQ
Thorismund Balduric uses skill Reload
14:58:52
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
14:58:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Berserker - Locked: true)
14:58:52
SQ
Turn started for Orc Berserker
14:58:52
SQ
*
14:58:52
SQ
* Orc Berserker: Starting turn.
14:58:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Berserker)
14:58:52
SQ
-> Behaviors to pick from:
Engage.Melee (186.215)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
Engage.Melee (186.215)(*), Idle (1), Attack.Default (0), Attack.Thresh (0), Defend (0), Roam (0), Attack.SplitShield (0), Flee (0), BreakFree (0), Charge (0)
14:58:52
SQ
-> Behavior picked: Engage.Melee (186.215)
14:58:53
SQ
* Orc Berserker: Engaging to melee range with Gothart (visible), accepted_distance=0
14:58:54
SQ
* Orc Berserker: Reached engage destination
14:58:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Attack.SplitShield (0), Defend (0), Roam (0), Flee (0), Attack.Thresh (0), BreakFree (0), Charge (0), Engage.Melee (0)
14:58:54
SQ
-> Behavior picked: Idle (1)
14:58:54
SQ
* Orc Berserker: Ending Turn with 0 of 8 AP left.
14:58:54
SQ
* ---------------------------------------------------
14:58:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:58:54
SQ
Turn started for Orc Young
14:58:54
SQ
*
14:58:54
SQ
* Orc Young: Starting turn.
14:58:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:58:55
SQ
-> Behaviors to pick from:
Engage.Melee (227.87)(*), Idle (1), Charge (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (227.87)(*), Idle (1), Charge (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
14:58:55
SQ
-> Behavior picked: Engage.Melee (227.87)
14:58:55
SQ
* Orc Young: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
14:58:56
SQ
* Orc Young: Reached engage destination
14:58:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Attack.Default (0), Defend.Shieldwall (0), BreakFree (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Roam (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
Idle (1)(*), Charge (0), Attack.Default (0), Defend.Shieldwall (0), BreakFree (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Roam (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
14:58:56
SQ
-> Behavior picked: Idle (1)
14:58:56
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:58:56
SQ
* ---------------------------------------------------
14:58:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
14:58:56
SQ
Turn started for Alfgeir
14:58:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
14:59:00
SQ
[Alfgeir] executes skill [Thrust] on target [Orc Young]
14:59:00
SQ
Alfgeir uses skill Thrust
14:59:01
SQ
[Alfgeir] executes skill [Thrust] on target [Orc Young]
14:59:01
SQ
Alfgeir uses skill Thrust
14:59:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:59:02
SQ
Turn started for Orc Young
14:59:02
SQ
*
14:59:02
SQ
* Orc Young: Starting turn.
14:59:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:59:02
SQ
-> Behaviors to pick from:
Engage.Melee (216.2)(*), Idle (1), Defend.Shieldwall (0.328786), Charge (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (216.2)(*), Idle (1), Defend.Shieldwall (0.328786), Charge (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.SplitShield (0)
14:59:02
SQ
-> Behavior picked: Engage.Melee (216.2)
14:59:03
SQ
* Orc Young: Engaging to melee range with Alantyr the Swift (visible), accepted_distance=0
14:59:04
SQ
* Orc Young: Reached engage destination
14:59:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
Idle (1)(*), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Flee (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Retreat (0), Attack.SplitShield (0), Engage.Melee (0)
14:59:04
SQ
-> Behavior picked: Idle (1)
14:59:04
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
14:59:04
SQ
* ---------------------------------------------------
14:59:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
14:59:04
SQ
Turn started for Bjarne
14:59:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
14:59:10
SQ
[Bjarne] executes skill [Cleave] on target [Orc Berserker]
14:59:10
SQ
Bjarne uses skill Cleave
14:59:10
SQ
Orc Berserker has died.
14:59:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
14:59:13
SQ
Turn started for Gunnar the Hound
14:59:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
14:59:20
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Orc Young]
14:59:20
SQ
Gunnar the Hound uses skill Thrust
14:59:22
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Orc Young]
14:59:22
SQ
Gunnar the Hound uses skill Thrust
14:59:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
14:59:22
SQ
Turn started for Winrich
14:59:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
14:59:25
SQ
[Winrich] executes skill [Slash] on target [Orc Young]
14:59:25
SQ
Winrich uses skill Slash
14:59:25
SQ
Orc Young has died.
14:59:26
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
14:59:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
14:59:27
SQ
Turn started for Palaemon the Oldguard
14:59:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
14:59:30
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
14:59:30
SQ
Palaemon the Oldguard uses skill Rally the Troops
14:59:30
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
14:59:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
14:59:30
SQ
Turn started for Orc Young
14:59:30
SQ
*
14:59:30
SQ
* Orc Young: Starting turn.
14:59:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
14:59:30
SQ
-> Behaviors to pick from:
Defend.Shieldwall (113.853)(*), Attack.Default (22.3466), Attack.KnockOut (13.1379), Idle (1), Charge (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0)
Defend.Shieldwall (113.853)(*), Attack.Default (22.3466), Attack.KnockOut (13.1379), Idle (1), Charge (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Retreat (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0)
14:59:30
SQ
-> Behavior picked: Defend.Shieldwall (113.853)
14:59:31
SQ
* Orc Young: Using Shieldwall!
14:59:31
SQ
Orc Young uses skill Shieldwall
14:59:31
SQ
-> Behaviors to pick from:
Attack.Default (18.8603)(*), Attack.KnockOut (12.5821)(*), Idle (1), Charge (0), Defend (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), SwitchTo.Melee (0), Defend.Knockback (0), Roam (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Shieldwall (0)
Attack.Default (18.8603)(*), Attack.KnockOut (12.5821)(*), Idle (1), Charge (0), Defend (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Split (0), BreakFree (0), SwitchTo.Melee (0), Defend.Knockback (0), Roam (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Shieldwall (0)
14:59:31
SQ
-> Behavior picked: Attack.Default (18.8603)
14:59:32
SQ
* Orc Young: Using Bash against Alfgeir!
14:59:32
SQ
Orc Young uses skill Bash
14:59:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Split (0), Charge (0), BreakFree (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.KnockOut (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Attack.Split (0), Charge (0), BreakFree (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.KnockOut (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Default (0)
14:59:32
SQ
-> Behavior picked: Idle (1)
14:59:32
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
14:59:32
SQ
* ---------------------------------------------------
14:59:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
14:59:32
SQ
Turn started for Gothart
14:59:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
14:59:42
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Goth Na Ari]
14:59:42
SQ
Gothart uses skill Shoot Heavy Bolt
14:59:42
SQ
Skill [Rallied] removed from [Gothart].
14:59:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
14:59:42
SQ
Turn started for Alantyr the Swift
14:59:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
14:59:52
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
14:59:52
SQ
Alantyr the Swift uses skill Perfect Focus
14:59:58
Resource
Loading: music/orcs_01.music
14:59:59
Resource
Unloading: music/orcs_02.music
15:00:01
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Goth Na Ari]
15:00:01
SQ
Alantyr the Swift uses skill Quick Shot
15:00:03
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Goth Na Ari]
15:00:03
SQ
Alantyr the Swift uses skill Quick Shot
15:00:04
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Goth Na Ari]
15:00:04
SQ
Alantyr the Swift uses skill Quick Shot
15:00:09
SQ
Skill [Rallied] removed from [Alantyr the Swift].
15:00:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:00:09
SQ
Turn started for Torleif
15:00:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:00:20
UI
equip item: 55146599
15:00:26
SQ
Skill [Rallied] removed from [Torleif].
15:00:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:00:26
SQ
Turn started for Orc Warrior
15:00:26
SQ
*
15:00:26
SQ
* Orc Warrior: Starting turn.
15:00:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:00:26
SQ
-> Behaviors to pick from:
Engage.Melee (166.06)(*), Idle (1), LineBreaker (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (166.06)(*), Idle (1), LineBreaker (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0)
15:00:26
SQ
-> Behavior picked: Engage.Melee (166.06)
15:00:27
SQ
* Orc Warrior: Engaging to melee range with Torleif (not visible), accepted_distance=0
15:00:28
SQ
* Orc Warrior: Reached engage destination
15:00:28
SQ
-> Behaviors to pick from:
Idle (1)(*), LineBreaker (0), Attack.Default (0), Defend.Shieldwall (0), BreakFree (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), Roam (0), Engage.Melee (0)
Idle (1)(*), LineBreaker (0), Attack.Default (0), Defend.Shieldwall (0), BreakFree (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Attack.KnockOut (0), Flee (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), Roam (0), Engage.Melee (0)
15:00:28
SQ
-> Behavior picked: Idle (1)
15:00:28
SQ
* Orc Warrior: Ending Turn with 2 of 8 AP left.
15:00:28
SQ
* ---------------------------------------------------
15:00:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:00:28
SQ
Turn started for Gerhard
15:00:28
SQ
Skill [Spearwall] removed from [Gerhard].
15:00:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:00:30
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:00:30
SQ
Gerhard uses skill Spearwall
15:00:32
SQ
Skill [Rallied] removed from [Gerhard].
15:00:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:00:32
SQ
Turn started for Orc Warrior
15:00:32
SQ
*
15:00:32
SQ
* Orc Warrior: Starting turn.
15:00:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:00:32
SQ
-> Behaviors to pick from:
Engage.Melee (194.063)(*), Idle (1), Defend.Shieldwall (0.973608), LineBreaker (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Flee (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (194.063)(*), Idle (1), Defend.Shieldwall (0.973608), LineBreaker (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Flee (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0)
15:00:32
SQ
-> Behavior picked: Engage.Melee (194.063)
15:00:33
SQ
* Orc Warrior: Engaging to melee range with Thorismund Balduric (visible), accepted_distance=0
15:00:34
SQ
* Orc Warrior: Reached engage destination
15:00:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Roam (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Flee (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), LineBreaker (0), Engage.Melee (0)
Idle (1)(*), Defend.Shieldwall (0), BreakFree (0), Attack.KnockOut (0), Roam (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Flee (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), LineBreaker (0), Engage.Melee (0)
15:00:34
SQ
-> Behavior picked: Idle (1)
15:00:34
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
15:00:34
SQ
* ---------------------------------------------------
15:00:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:00:34
SQ
Turn started for Orc Warrior
15:00:34
SQ
*
15:00:34
SQ
* Orc Warrior: Starting turn.
15:00:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:00:35
SQ
-> Behaviors to pick from:
Engage.Melee (211.6)(*), Defend.Shieldwall (5.03577), Idle (1), LineBreaker (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Flee (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0)
Engage.Melee (211.6)(*), Defend.Shieldwall (5.03577), Idle (1), LineBreaker (0), Attack.KnockOut (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Flee (0), Defend (0), Defend.Knockback (0), Retreat (0), Attack.SplitShield (0)
15:00:35
SQ
-> Behavior picked: Engage.Melee (211.6)
15:00:35
SQ
* Orc Warrior: Engaging to melee range with Winrich (visible), accepted_distance=0
15:00:36
SQ
* Orc Warrior: Reached engage destination
15:00:36
SQ
-> Behaviors to pick from:
Defend.Shieldwall (45.5849)(*), Attack.Default (43.0959)(*), Idle (1), Attack.KnockOut (0), Flee (0), Roam (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Retreat (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), LineBreaker (0), Engage.Melee (0)
Defend.Shieldwall (45.5849)(*), Attack.Default (43.0959)(*), Idle (1), Attack.KnockOut (0), Flee (0), Roam (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Retreat (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), Attack.Swing (0), LineBreaker (0), Engage.Melee (0)
15:00:36
SQ
-> Behavior picked: Defend.Shieldwall (45.5849)
15:00:37
SQ
* Orc Warrior: Using Shieldwall!
15:00:37
SQ
Orc Warrior uses skill Shieldwall
15:00:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Flee (0), Defend (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), LineBreaker (0), Engage.Melee (0), Defend.Shieldwall (0)
Idle (1)(*), Roam (0), BreakFree (0), Flee (0), Defend (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), LineBreaker (0), Engage.Melee (0), Defend.Shieldwall (0)
15:00:37
SQ
-> Behavior picked: Idle (1)
15:00:37
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
15:00:37
SQ
* ---------------------------------------------------
15:00:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goth Na Ari - Locked: true)
15:00:38
SQ
Turn started for Goth Na Ari
15:00:38
SQ
*
15:00:38
SQ
* Goth Na Ari: Starting turn.
15:00:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goth Na Ari)
15:00:38
SQ
-> Behaviors to pick from:
Engage.Melee (204.644)(*), Warcry (152.729)(*), Idle (1), Defend.Knockback (0), Attack.Default (0), LineBreaker (0), Attack.SplitShield (0), Attack.Thresh (0), Defend.Shieldwall (0), BreakFree (0), Flee (0), Roam (0), Defend (0)
Engage.Melee (204.644)(*), Warcry (152.729)(*), Idle (1), Defend.Knockback (0), Attack.Default (0), LineBreaker (0), Attack.SplitShield (0), Attack.Thresh (0), Defend.Shieldwall (0), BreakFree (0), Flee (0), Roam (0), Defend (0)
15:00:38
SQ
-> Behavior picked: Engage.Melee (204.644)
15:00:39
SQ
* Goth Na Ari: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:00:39
SQ
* Goth Na Ari: Reached engage destination
15:00:39
SQ
-> Behaviors to pick from:
Warcry (258.394)(*), Idle (1), Attack.Default (0), Roam (0), LineBreaker (0), Attack.SplitShield (0), Attack.Thresh (0), Defend.Shieldwall (0), BreakFree (0), Flee (0), Defend.Knockback (0), Defend (0), Engage.Melee (0)
Warcry (258.394)(*), Idle (1), Attack.Default (0), Roam (0), LineBreaker (0), Attack.SplitShield (0), Attack.Thresh (0), Defend.Shieldwall (0), BreakFree (0), Flee (0), Defend.Knockback (0), Defend (0), Engage.Melee (0)
15:00:39
SQ
-> Behavior picked: Warcry (258.394)
15:00:40
SQ
Goth Na Ari uses skill Warcry
15:00:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Thresh (0), LineBreaker (0), Attack.SplitShield (0), Defend.Shieldwall (0), Roam (0), BreakFree (0), Flee (0), Defend.Knockback (0), Defend (0), Engage.Melee (0), Warcry (0)
Idle (1)(*), Attack.Default (0), Attack.Thresh (0), LineBreaker (0), Attack.SplitShield (0), Defend.Shieldwall (0), Roam (0), BreakFree (0), Flee (0), Defend.Knockback (0), Defend (0), Engage.Melee (0), Warcry (0)
15:00:42
SQ
-> Behavior picked: Idle (1)
15:00:42
SQ
* Goth Na Ari: Ending Turn with 0 of 8 AP left.
15:00:42
SQ
* ---------------------------------------------------
15:00:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:00:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:00:46
SQ
[Winrich] executes skill [Slash] on target [Orc Warrior]
15:00:46
SQ
Winrich uses skill Slash
15:00:47
SQ
[Winrich] executes skill [Slash] on target [Orc Warrior]
15:00:47
SQ
Winrich uses skill Slash
15:00:48
SQ
Skill [Rallied] removed from [Winrich].
15:00:48
SQ
INFO: Next round issued: 3
15:00:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:00:48
SQ
Turn started for Ragnar the Blade
15:00:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:00:58
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Goth Na Ari]
15:00:58
SQ
Ragnar the Blade uses skill Quick Shot
15:01:00
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Goth Na Ari]
15:01:00
SQ
Ragnar the Blade uses skill Quick Shot
15:01:01
SQ
Skill [Rallied] removed from [Ragnar the Blade].
15:01:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:01:01
SQ
Turn started for Orc Young
15:01:01
SQ
*
15:01:01
SQ
* Orc Young: Starting turn.
15:01:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:01:01
SQ
-> Behaviors to pick from:
Attack.Default (32.0015)(*), Defend.Shieldwall (3.38063), Idle (1), Engage.Melee (2.2e-005), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Defend (0), Flee (0), Roam (0), Charge (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Attack.CrushArmor (0)
Attack.Default (32.0015)(*), Defend.Shieldwall (3.38063), Idle (1), Engage.Melee (2.2e-005), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Defend (0), Flee (0), Roam (0), Charge (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Attack.CrushArmor (0)
15:01:01
SQ
-> Behavior picked: Attack.Default (32.0015)
15:01:02
SQ
* Orc Young: Using Throw Javelin against Ragnar the Blade!
15:01:02
SQ
Orc Young uses skill Throw Javelin
15:01:03
SQ
-> Behaviors to pick from:
Attack.Default (32.0062)(*), Defend.Shieldwall (6.70982), Idle (1), Engage.Melee (2.2e-005), Defend.Knockback (0), Charge (0), Attack.Split (0), Flee (0), Roam (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Attack.CrushArmor (0), Defend (0)
Attack.Default (32.0062)(*), Defend.Shieldwall (6.70982), Idle (1), Engage.Melee (2.2e-005), Defend.Knockback (0), Charge (0), Attack.Split (0), Flee (0), Roam (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Attack.CrushArmor (0), Defend (0)
15:01:03
SQ
-> Behavior picked: Attack.Default (32.0062)
15:01:03
SQ
* Orc Young: Using Throw Javelin against Ragnar the Blade!
15:01:03
SQ
Orc Young uses skill Throw Javelin
15:01:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Attack.Split (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0)
Idle (1)(*), Charge (0), Attack.Split (0), Defend.Knockback (0), Attack.SplitShield (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.KnockOut (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Attack.CrushArmor (0), Defend (0), Attack.Default (0)
15:01:04
SQ
-> Behavior picked: Idle (1)
15:01:04
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:01:04
SQ
* ---------------------------------------------------
15:01:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:01:05
SQ
Turn started for Thorismund Balduric
15:01:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:01:14
UI
equip item: 53058662
15:01:19
SQ
[Thorismund Balduric] executes skill [Slash] on target [Orc Warrior]
15:01:19
SQ
Thorismund Balduric uses skill Slash
15:01:21
SQ
[Thorismund Balduric] executes skill [Slash] on target [Orc Warrior]
15:01:21
SQ
Thorismund Balduric uses skill Slash
15:01:21
SQ
Skill [Rallied] removed from [Thorismund Balduric].
15:01:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:01:21
SQ
Turn started for Svein
15:01:21
SQ
Skill [Spearwall] removed from [Svein].
15:01:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:01:34
SQ
[Svein] executes skill [Shieldwall] on target [Svein]
15:01:34
SQ
Svein uses skill Shieldwall
15:01:36
SQ
Skill [Rallied] removed from [Svein].
15:01:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:01:37
SQ
Turn started for Bjarne
15:01:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:01:58
UI
equip item: 51192504
15:02:06
SQ
[Bjarne] executes skill [Puncture] on target [Orc Warrior]
15:02:06
SQ
Bjarne uses skill Puncture
15:02:11
SQ
Skill [Rallied] removed from [Bjarne].
15:02:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:02:11
SQ
Turn started for Orc Young
15:02:11
SQ
*
15:02:11
SQ
* Orc Young: Starting turn.
15:02:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:02:11
SQ
-> Behaviors to pick from:
Attack.Default (33.6791)(*), Attack.KnockOut (18.9382)(*), Idle (1), BreakFree (0), Defend (0), Defend.Knockback (0), Flee (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Engage.Melee (0), Charge (0)
Attack.Default (33.6791)(*), Attack.KnockOut (18.9382)(*), Idle (1), BreakFree (0), Defend (0), Defend.Knockback (0), Flee (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.Split (0), Defend.Shieldwall (0), Attack.SplitShield (0), Engage.Melee (0), Charge (0)
15:02:11
SQ
-> Behavior picked: Attack.KnockOut (18.9382)
15:02:12
SQ
* Orc Young: Using Knock Out against Gunnar the Hound!
15:02:12
SQ
Orc Young uses skill Knock Out
15:02:12
SQ
-> Behaviors to pick from:
Attack.Default (36.9763)(*), Attack.KnockOut (18.165)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Attack.Split (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Charge (0), BreakFree (0)
Attack.Default (36.9763)(*), Attack.KnockOut (18.165)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.Swing (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Attack.Split (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Charge (0), BreakFree (0)
15:02:12
SQ
-> Behavior picked: Attack.Default (36.9763)
15:02:13
SQ
* Orc Young: Using Bash against Gunnar the Hound!
15:02:13
SQ
Orc Young uses skill Bash
15:02:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Ranged (0), Flee (0), Roam (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Charge (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Ranged (0), Flee (0), Roam (0), Defend (0), SwitchTo.Melee (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Charge (0), BreakFree (0), Attack.Default (0)
15:02:13
SQ
-> Behavior picked: Idle (1)
15:02:13
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:02:13
SQ
* ---------------------------------------------------
15:02:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:02:13
SQ
Turn started for Gunnar the Hound
15:02:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:02:22
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Orc Young]
15:02:22
SQ
Gunnar the Hound uses skill Thrust
15:02:24
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Orc Young]
15:02:24
SQ
Gunnar the Hound uses skill Thrust
15:02:24
SQ
Orc Young has died.
15:02:24
SQ
Skill [Shieldwall] removed from [Orc Young].
15:02:24
SQ
Skill [Rallied] removed from [Gunnar the Hound].
15:02:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:02:24
SQ
Turn started for Orc Young
15:02:24
SQ
*
15:02:24
SQ
* Orc Young: Starting turn.
15:02:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:02:24
SQ
-> Behaviors to pick from:
Attack.Default (53.4937)(*), Defend.Shieldwall (17.9009)(*), Idle (1), Roam (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Melee (0), Defend (0), Flee (0), Charge (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Engage.Melee (0), Attack.KnockOut (0)
Attack.Default (53.4937)(*), Defend.Shieldwall (17.9009)(*), Idle (1), Roam (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Melee (0), Defend (0), Flee (0), Charge (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Engage.Melee (0), Attack.KnockOut (0)
15:02:24
SQ
-> Behavior picked: Attack.Default (53.4937)
15:02:25
SQ
* Orc Young: Using Chop against Torleif!
15:02:25
SQ
Orc Young uses skill Chop
15:02:25
SQ
-> Behaviors to pick from:
Attack.Default (56.5256)(*), Defend.Shieldwall (17.7273)(*), Idle (1), Defend.Knockback (0), Flee (0), BreakFree (0), Charge (0), Attack.Swing (0), SwitchTo.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Roam (0)
Attack.Default (56.5256)(*), Defend.Shieldwall (17.7273)(*), Idle (1), Defend.Knockback (0), Flee (0), BreakFree (0), Charge (0), Attack.Swing (0), SwitchTo.Melee (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Roam (0)
15:02:25
SQ
-> Behavior picked: Attack.Default (56.5256)
15:02:26
SQ
* Orc Young: Using Chop against Torleif!
15:02:26
SQ
Orc Young uses skill Chop
15:02:26
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Charge (0), Flee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Roam (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Charge (0), Flee (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend (0), Retreat (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Roam (0), Attack.Default (0)
15:02:26
SQ
-> Behavior picked: Idle (1)
15:02:26
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:02:26
SQ
* ---------------------------------------------------
15:02:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:02:26
SQ
Turn started for Alfgeir
15:02:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:02:39
SQ
[Alfgeir] executes skill [Thrust] on target [Orc Warrior]
15:02:39
SQ
Alfgeir uses skill Thrust
15:02:39
SQ
Skill [Rallied] removed from [Alfgeir].
15:02:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:02:39
SQ
Turn started for Gothart
15:02:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:02:45
SQ
Skill [Reload] removed from [Gothart].
15:02:45
UI
equip item: 50854742
15:02:53
SQ
[Gothart] executes skill [Impale] on target [Orc Warrior]
15:02:53
SQ
Gothart uses skill Impale
15:02:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:02:54
SQ
Turn started for Torleif
15:02:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:02:59
SQ
[Torleif] executes skill [Impale] on target [Orc Young]
15:02:59
SQ
Torleif uses skill Impale
15:03:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:03:01
SQ
Turn started for Orc Warrior
15:03:01
SQ
*
15:03:01
SQ
* Orc Warrior: Starting turn.
15:03:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:03:01
SQ
-> Behaviors to pick from:
Engage.Melee (276.136)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.KnockOut (0), Flee (0), Defend (0), Attack.SplitShield (0), Roam (0), Attack.Split (0), Defend.Shieldwall (0), LineBreaker (0)
Engage.Melee (276.136)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend.Knockback (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.KnockOut (0), Flee (0), Defend (0), Attack.SplitShield (0), Roam (0), Attack.Split (0), Defend.Shieldwall (0), LineBreaker (0)
15:03:01
SQ
-> Behavior picked: Engage.Melee (276.136)
15:03:01
SQ
* Orc Warrior: Engaging to melee range with Torleif (visible), accepted_distance=0
15:03:01
SQ
Skill [Hidden] removed from [Orc Warrior].
15:03:02
SQ
* Orc Warrior: Reached engage destination
15:03:02
SQ
-> Behaviors to pick from:
LineBreaker (127.814)(*), Attack.Default (67.2098)(*), Idle (1), Flee (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Retreat (0), Engage.Melee (0)
LineBreaker (127.814)(*), Attack.Default (67.2098)(*), Idle (1), Flee (0), Defend.Knockback (0), BreakFree (0), Roam (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Retreat (0), Engage.Melee (0)
15:03:02
SQ
-> Behavior picked: LineBreaker (127.814)
15:03:03
SQ
* Orc Warrior: Using Line Breaker!
15:03:03
SQ
Orc Warrior uses skill Line Breaker
15:03:04
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Retreat (0), Engage.Melee (0), LineBreaker (0)
Idle (1)(*), BreakFree (0), Roam (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Attack.Default (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Retreat (0), Engage.Melee (0), LineBreaker (0)
15:03:04
SQ
-> Behavior picked: Idle (1)
15:03:04
SQ
* Orc Warrior: Ending Turn with 1 of 8 AP left.
15:03:04
SQ
* ---------------------------------------------------
15:03:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:03:05
SQ
Turn started for Gerhard
15:03:05
SQ
Skill [Spearwall] removed from [Gerhard].
15:03:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:03:08
SQ
[Gerhard] executes skill [Thrust] on target [Orc Warrior]
15:03:08
SQ
Gerhard uses skill Thrust
15:03:09
SQ
[Gerhard] executes skill [Thrust] on target [Orc Warrior]
15:03:09
SQ
Gerhard uses skill Thrust
15:03:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:03:10
SQ
Turn started for Orc Warrior
15:03:10
SQ
*
15:03:10
SQ
* Orc Warrior: Starting turn.
15:03:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:03:10
SQ
-> Behaviors to pick from:
LineBreaker (122.177)(*), Defend.Shieldwall (84.3549)(*), Attack.Default (58.359)(*), Idle (1), Roam (0), Retreat (0), BreakFree (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend (0), Attack.Swing (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0)
LineBreaker (122.177)(*), Defend.Shieldwall (84.3549)(*), Attack.Default (58.359)(*), Idle (1), Roam (0), Retreat (0), BreakFree (0), Attack.CrushArmor (0), Defend.Knockback (0), Flee (0), Defend (0), Attack.Swing (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0)
15:03:10
SQ
-> Behavior picked: LineBreaker (122.177)
15:03:11
SQ
* Orc Warrior: Using Line Breaker!
15:03:11
SQ
Orc Warrior uses skill Line Breaker
15:03:12
SQ
-> Behaviors to pick from:
Defend.Shieldwall (83.4459)(*), Attack.Default (75.341)(*), Idle (1), Roam (0), Attack.Swing (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Defend (0), Engage.Melee (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), LineBreaker (0)
Defend.Shieldwall (83.4459)(*), Attack.Default (75.341)(*), Idle (1), Roam (0), Attack.Swing (0), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Defend (0), Engage.Melee (0), BreakFree (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), LineBreaker (0)
15:03:12
SQ
-> Behavior picked: Attack.Default (75.341)
15:03:12
SQ
* Orc Warrior: Using Cleave against Gothart!
15:03:12
SQ
Orc Warrior uses skill Cleave
15:03:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Defend.Knockback (0), Roam (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Default (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), LineBreaker (0), Defend.Shieldwall (0)
Idle (1)(*), Retreat (0), Attack.SplitShield (0), Attack.Swing (0), BreakFree (0), Defend.Knockback (0), Roam (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Default (0), Attack.Split (0), Attack.KnockOut (0), Attack.CrushArmor (0), LineBreaker (0), Defend.Shieldwall (0)
15:03:12
SQ
-> Behavior picked: Idle (1)
15:03:13
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
15:03:13
SQ
* ---------------------------------------------------
15:03:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:03:13
SQ
Turn started for Winrich
15:03:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:03:16
SQ
[Winrich] executes skill [Slash] on target [Orc Warrior]
15:03:16
SQ
Winrich uses skill Slash
15:03:18
SQ
[Winrich] executes skill [Slash] on target [Orc Warrior]
15:03:18
SQ
Winrich uses skill Slash
15:03:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:03:19
SQ
Turn started for Orc Warrior
15:03:19
SQ
Skill [Shieldwall] removed from [Orc Warrior].
15:03:19
SQ
*
15:03:19
SQ
* Orc Warrior: Starting turn.
15:03:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:03:19
SQ
-> Behaviors to pick from:
LineBreaker (140.422)(*), Defend.Shieldwall (58.4896)(*), Attack.Default (43.1454)(*), Idle (1), Defend (0), Attack.Split (0), BreakFree (0), Retreat (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Attack.KnockOut (0), Engage.Melee (0), Attack.CrushArmor (0), Flee (0), Roam (0)
LineBreaker (140.422)(*), Defend.Shieldwall (58.4896)(*), Attack.Default (43.1454)(*), Idle (1), Defend (0), Attack.Split (0), BreakFree (0), Retreat (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Attack.KnockOut (0), Engage.Melee (0), Attack.CrushArmor (0), Flee (0), Roam (0)
15:03:19
SQ
-> Behavior picked: LineBreaker (140.422)
15:03:20
SQ
* Orc Warrior: Using Line Breaker!
15:03:20
SQ
Orc Warrior uses skill Line Breaker
15:03:21
SQ
-> Behaviors to pick from:
Attack.Default (71.8932)(*), Defend.Shieldwall (27.7597)(*), Idle (1), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), BreakFree (0), Flee (0), Roam (0), Retreat (0), LineBreaker (0)
Attack.Default (71.8932)(*), Defend.Shieldwall (27.7597)(*), Idle (1), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), BreakFree (0), Flee (0), Roam (0), Retreat (0), LineBreaker (0)
15:03:21
SQ
-> Behavior picked: Attack.Default (71.8932)
15:03:21
SQ
* Orc Warrior: Using Cleave against Ragnar the Blade!
15:03:21
SQ
Orc Warrior uses skill Cleave
15:03:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Flee (0), Roam (0), Retreat (0), LineBreaker (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), BreakFree (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Flee (0), Roam (0), Retreat (0), LineBreaker (0), Attack.Default (0)
15:03:21
SQ
-> Behavior picked: Idle (1)
15:03:22
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
15:03:22
SQ
* ---------------------------------------------------
15:03:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:03:22
SQ
Turn started for Palaemon the Oldguard
15:03:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:03:37
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Orc Warrior]
15:03:37
SQ
Palaemon the Oldguard uses skill Slash
15:03:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goth Na Ari - Locked: true)
15:03:37
SQ
Turn started for Goth Na Ari
15:03:37
SQ
*
15:03:37
SQ
* Goth Na Ari: Starting turn.
15:03:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goth Na Ari)
15:03:38
SQ
-> Behaviors to pick from:
Warcry (211.877)(*), Engage.Melee (161.818)(*), Idle (1), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Thresh (0), Roam (0), Flee (0), Defend.Knockback (0), Defend (0), BreakFree (0), LineBreaker (0), Attack.Default (0)
Warcry (211.877)(*), Engage.Melee (161.818)(*), Idle (1), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Thresh (0), Roam (0), Flee (0), Defend.Knockback (0), Defend (0), BreakFree (0), LineBreaker (0), Attack.Default (0)
15:03:38
SQ
-> Behavior picked: Engage.Melee (161.818)
15:03:38
SQ
* Goth Na Ari: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:03:39
SQ
* Goth Na Ari: Reached engage destination
15:03:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Thresh (0), Roam (0), Defend.Shieldwall (0), LineBreaker (0), Flee (0), Attack.SplitShield (0), Defend.Knockback (0), Defend (0), BreakFree (0), Engage.Melee (0), Attack.Default (0), Warcry (0)
Idle (1)(*), Attack.Thresh (0), Roam (0), Defend.Shieldwall (0), LineBreaker (0), Flee (0), Attack.SplitShield (0), Defend.Knockback (0), Defend (0), BreakFree (0), Engage.Melee (0), Attack.Default (0), Warcry (0)
15:03:39
SQ
-> Behavior picked: Idle (1)
15:03:39
SQ
* Goth Na Ari: Ending Turn with 1 of 8 AP left.
15:03:39
SQ
* ---------------------------------------------------
15:03:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:03:40
SQ
Turn started for Alantyr the Swift
15:03:40
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
15:03:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:03:43
UI
equip item: 57359757
15:03:52
Navigator
Can't find path - start and dest identical!
15:03:57
SQ
INFO: Next round issued: 4
15:03:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:03:57
SQ
Turn started for Ragnar the Blade
15:03:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:04:05
UI
equip item: 54568236
15:04:13
SQ
[Ragnar the Blade] executes skill [Impale] on target [Goth Na Ari]
15:04:13
SQ
Ragnar the Blade uses skill Impale
15:04:16
UI
ERROR: Failed to update entity. Reason: Entity id: 22768 not found.
15:04:16
UI
ERROR: Failed to update entity. Reason: Entity id: 22768 not found.
15:04:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:04:16
SQ
Turn started for Bjarne
15:04:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:04:27
SQ
[Bjarne] executes skill [Puncture] on target [Orc Warrior]
15:04:27
SQ
Bjarne uses skill Puncture
15:04:29
SQ
[Bjarne] executes skill [Puncture] on target [Orc Warrior]
15:04:29
SQ
Bjarne uses skill Puncture
15:04:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:04:30
SQ
Turn started for Svein
15:04:30
SQ
Skill [Shieldwall] removed from [Svein].
15:04:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:04:34
UI
equip item: 54713879
15:04:37
SQ
[Svein] executes skill [Puncture] on target [Orc Warrior]
15:04:37
SQ
Svein uses skill Puncture
15:04:38
SQ
[Svein] executes skill [Puncture] on target [Orc Warrior]
15:04:38
SQ
Svein uses skill Puncture
15:04:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:04:39
SQ
Turn started for Alfgeir
15:04:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:04:49
UI
equip item: 54482695
15:04:54
SQ
[Alfgeir] executes skill [Bash] on target [Goth Na Ari]
15:04:54
SQ
Alfgeir uses skill Bash
15:04:55
SQ
[Alfgeir] executes skill [Bash] on target [Goth Na Ari]
15:04:55
SQ
Alfgeir uses skill Bash
15:04:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:04:55
SQ
Turn started for Gothart
15:04:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:05:00
SQ
[Gothart] executes skill [Impale] on target [Orc Warrior]
15:05:00
SQ
Gothart uses skill Impale
15:05:03
UI
ERROR: Failed to update entity. Reason: Entity id: 1523441 not found.
15:05:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:05:03
SQ
Turn started for Gunnar the Hound
15:05:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:05:07
SQ
[Gunnar the Hound] executes skill [Shieldwall] on target [Gunnar the Hound]
15:05:07
SQ
Gunnar the Hound uses skill Shieldwall
15:05:10
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Orc Warrior]
15:05:10
SQ
Gunnar the Hound uses skill Thrust
15:05:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:05:11
SQ
Turn started for Thorismund Balduric
15:05:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:05:16
SQ
[Thorismund Balduric] executes skill [Slash] on target [Orc Warrior]
15:05:16
SQ
Thorismund Balduric uses skill Slash
15:05:18
SQ
[Thorismund Balduric] executes skill [Slash] on target [Orc Warrior]
15:05:18
SQ
Thorismund Balduric uses skill Slash
15:05:18
SQ
Orc Warrior has died.
15:05:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:05:18
SQ
Turn started for Orc Young
15:05:18
SQ
*
15:05:18
SQ
* Orc Young: Starting turn.
15:05:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:05:18
SQ
-> Behaviors to pick from:
Attack.Default (37.6932)(*), Defend.Shieldwall (3.36222), Idle (1), Engage.Melee (0.002), Attack.SplitShield (0), Flee (0), Attack.Split (0), Attack.Swing (0), SwitchTo.Ranged (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Melee (0), BreakFree (0), Attack.CrushArmor (0), Roam (0), Defend (0), Defend.Knockback (0), Charge (0)
Attack.Default (37.6932)(*), Defend.Shieldwall (3.36222), Idle (1), Engage.Melee (0.002), Attack.SplitShield (0), Flee (0), Attack.Split (0), Attack.Swing (0), SwitchTo.Ranged (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Melee (0), BreakFree (0), Attack.CrushArmor (0), Roam (0), Defend (0), Defend.Knockback (0), Charge (0)
15:05:18
SQ
-> Behavior picked: Attack.Default (37.6932)
15:05:19
SQ
* Orc Young: Using Throw Javelin against Ragnar the Blade!
15:05:19
SQ
Orc Young uses skill Throw Javelin
15:05:20
SQ
-> Behaviors to pick from:
SwitchTo.Melee (150)(*), Defend.Shieldwall (6.65625), Idle (1), Engage.Melee (0.002), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Roam (0), Defend (0), Attack.Swing (0), Defend.Knockback (0), Charge (0), Attack.Default (0)
SwitchTo.Melee (150)(*), Defend.Shieldwall (6.65625), Idle (1), Engage.Melee (0.002), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Roam (0), Defend (0), Attack.Swing (0), Defend.Knockback (0), Charge (0), Attack.Default (0)
15:05:20
SQ
-> Behavior picked: SwitchTo.Melee (150)
15:05:20
SQ
* Orc Young: Switching to melee weapon!
15:05:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0), Defend (0), Attack.Swing (0), Defend.Knockback (0), Charge (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Attack.KnockOut (0), Flee (0), Attack.SplitShield (0), Attack.Split (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), BreakFree (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0), Defend (0), Attack.Swing (0), Defend.Knockback (0), Charge (0), Attack.Default (0), SwitchTo.Melee (0)
15:05:20
SQ
-> Behavior picked: Idle (1)
15:05:20
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:05:20
SQ
* ---------------------------------------------------
15:05:20
Resource
Loading: music/orcs_02.music
15:05:20
Resource
Unloading: music/orcs_01.music
15:05:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:05:20
SQ
Turn started for Torleif
15:05:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:05:27
SQ
[Torleif] executes skill [Impale] on target [Orc Warrior]
15:05:27
SQ
Torleif uses skill Impale
15:05:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:05:30
SQ
Turn started for Gerhard
15:05:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:05:34
UI
equip item: 54834540
15:05:41
SQ
[Gerhard] executes skill [Bash] on target [Orc Warrior]
15:05:41
SQ
Gerhard uses skill Bash
15:05:45
SQ
[Gerhard] executes skill [Bash] on target [Orc Warrior]
15:05:45
SQ
Gerhard uses skill Bash
15:05:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:05:45
SQ
Turn started for Orc Young
15:05:45
SQ
*
15:05:45
SQ
* Orc Young: Starting turn.
15:05:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:05:45
SQ
-> Behaviors to pick from:
Attack.Default (54.1947)(*), Defend.Shieldwall (17.8026)(*), Idle (1), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Knockback (0), Engage.Melee (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Flee (0), BreakFree (0)
Attack.Default (54.1947)(*), Defend.Shieldwall (17.8026)(*), Idle (1), SwitchTo.Ranged (0), Attack.Swing (0), Charge (0), Attack.SplitShield (0), Defend (0), Retreat (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Knockback (0), Engage.Melee (0), Attack.KnockOut (0), SwitchTo.Melee (0), Roam (0), Flee (0), BreakFree (0)
15:05:45
SQ
-> Behavior picked: Defend.Shieldwall (17.8026)
15:05:46
SQ
* Orc Young: Using Shieldwall!
15:05:46
SQ
Orc Young uses skill Shieldwall
15:05:46
SQ
-> Behaviors to pick from:
Attack.Default (60.1848)(*), Idle (1), Attack.Swing (0), Defend.Knockback (0), Charge (0), Attack.SplitShield (0), SwitchTo.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Split (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Defend.Shieldwall (0)
Attack.Default (60.1848)(*), Idle (1), Attack.Swing (0), Defend.Knockback (0), Charge (0), Attack.SplitShield (0), SwitchTo.Melee (0), Retreat (0), Attack.CrushArmor (0), Attack.Split (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Defend.Shieldwall (0)
15:05:46
SQ
-> Behavior picked: Attack.Default (60.1848)
15:05:47
SQ
* Orc Young: Using Chop against Torleif!
15:05:47
SQ
Orc Young uses skill Chop
15:05:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), SwitchTo.Melee (0), Charge (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Flee (0), Attack.CrushArmor (0), Attack.Split (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Retreat (0), Defend.Knockback (0), BreakFree (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), SwitchTo.Melee (0), Charge (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Flee (0), Attack.CrushArmor (0), Attack.Split (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Defend (0), Retreat (0), Defend.Knockback (0), BreakFree (0), Defend.Shieldwall (0), Attack.Default (0)
15:05:47
SQ
-> Behavior picked: Idle (1)
15:05:47
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:05:47
SQ
* ---------------------------------------------------
15:05:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:05:48
SQ
Turn started for Orc Young
15:05:48
SQ
*
15:05:48
SQ
* Orc Young: Starting turn.
15:05:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:05:48
SQ
-> Behaviors to pick from:
Attack.Default (25.0283)(*), Attack.KnockOut (4.37931), Idle (1), Flee (0), Roam (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Engage.Melee (0), Charge (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0)
Attack.Default (25.0283)(*), Attack.KnockOut (4.37931), Idle (1), Flee (0), Roam (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Engage.Melee (0), Charge (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0)
15:05:48
SQ
-> Behavior picked: Attack.Default (25.0283)
15:05:48
SQ
* Orc Young: Using Bash against Gunnar the Hound!
15:05:48
SQ
Orc Young uses skill Bash
15:05:48
SQ
-> Behaviors to pick from:
Attack.Default (14.273)(*), Attack.KnockOut (4.21739)(*), Idle (1), Roam (0), Defend (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Charge (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0)
Attack.Default (14.273)(*), Attack.KnockOut (4.21739)(*), Idle (1), Roam (0), Defend (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Charge (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0)
15:05:48
SQ
-> Behavior picked: Attack.KnockOut (4.21739)
15:05:49
SQ
* Orc Young: Using Knock Out against Gunnar the Hound!
15:05:49
SQ
Orc Young uses skill Knock Out
15:05:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Engage.Melee (0), Defend (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Charge (0), Attack.KnockOut (0), SwitchTo.Melee (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Engage.Melee (0), Defend (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Charge (0), Attack.KnockOut (0), SwitchTo.Melee (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Defend.Knockback (0), Flee (0), Attack.Default (0)
15:05:49
SQ
-> Behavior picked: Idle (1)
15:05:50
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:05:50
SQ
* ---------------------------------------------------
15:05:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:05:50
SQ
Turn started for Winrich
15:05:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:05:54
SQ
[Winrich] executes skill [Slash] on target [Orc Warrior]
15:05:54
SQ
Winrich uses skill Slash
15:05:57
SQ
[Winrich] executes skill [Slash] on target [Orc Warrior]
15:05:57
SQ
Winrich uses skill Slash
15:05:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:05:57
SQ
Turn started for Palaemon the Oldguard
15:05:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:06:00
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
15:06:00
SQ
Palaemon the Oldguard uses skill Rally the Troops
15:06:00
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
15:06:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goth Na Ari - Locked: true)
15:06:00
SQ
Turn started for Goth Na Ari
15:06:00
SQ
*
15:06:00
SQ
* Goth Na Ari: Starting turn.
15:06:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goth Na Ari)
15:06:01
SQ
-> Behaviors to pick from:
Warcry (549.632)(*), Attack.Thresh (323.599)(*), Attack.SplitShield (100.897), Attack.Default (76.266), Idle (1), Defend (0), BreakFree (0), LineBreaker (0), Engage.Melee (0), Flee (0), Roam (0), Defend.Knockback (0), Defend.Shieldwall (0)
Warcry (549.632)(*), Attack.Thresh (323.599)(*), Attack.SplitShield (100.897), Attack.Default (76.266), Idle (1), Defend (0), BreakFree (0), LineBreaker (0), Engage.Melee (0), Flee (0), Roam (0), Defend.Knockback (0), Defend.Shieldwall (0)
15:06:01
SQ
-> Behavior picked: Warcry (549.632)
15:06:01
SQ
Goth Na Ari uses skill Warcry
15:06:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), BreakFree (0), Flee (0), Defend (0), LineBreaker (0), Attack.Default (0), Engage.Melee (0), Attack.Thresh (0), Roam (0), Defend.Knockback (0), Defend.Shieldwall (0), Warcry (0)
Idle (1)(*), Attack.SplitShield (0), BreakFree (0), Flee (0), Defend (0), LineBreaker (0), Attack.Default (0), Engage.Melee (0), Attack.Thresh (0), Roam (0), Defend.Knockback (0), Defend.Shieldwall (0), Warcry (0)
15:06:04
SQ
-> Behavior picked: Idle (1)
15:06:04
SQ
* Goth Na Ari: Ending Turn with 5 of 8 AP left.
15:06:04
SQ
* ---------------------------------------------------
15:06:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:06:04
SQ
Turn started for Orc Warrior
15:06:04
SQ
*
15:06:04
SQ
* Orc Warrior: Starting turn.
15:06:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:06:04
SQ
-> Behaviors to pick from:
Attack.Default (73.9213)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Flee (0), Engage.Melee (0), Defend (0), Attack.SplitShield (0), LineBreaker (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0)
Attack.Default (73.9213)(*), Idle (1), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Flee (0), Engage.Melee (0), Defend (0), Attack.SplitShield (0), LineBreaker (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0)
15:06:04
SQ
-> Behavior picked: Attack.Default (73.9213)
15:06:05
SQ
* Orc Warrior: Using Cleave against Torleif!
15:06:05
SQ
Orc Warrior uses skill Cleave
15:06:05
SQ
-> Behaviors to pick from:
Attack.Default (73.5953)(*), Idle (1), Roam (0), Flee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), LineBreaker (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Knockback (0), BreakFree (0), Defend (0), Attack.KnockOut (0)
Attack.Default (73.5953)(*), Idle (1), Roam (0), Flee (0), Attack.Swing (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), LineBreaker (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Knockback (0), BreakFree (0), Defend (0), Attack.KnockOut (0)
15:06:05
SQ
-> Behavior picked: Attack.Default (73.5953)
15:06:06
SQ
* Orc Warrior: Using Cleave against Torleif!
15:06:06
SQ
Orc Warrior uses skill Cleave
15:06:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Split (0), Attack.Swing (0), Retreat (0), Defend (0), Attack.KnockOut (0), LineBreaker (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.SplitShield (0), Flee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Attack.Split (0), Attack.Swing (0), Retreat (0), Defend (0), Attack.KnockOut (0), LineBreaker (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.SplitShield (0), Flee (0), Attack.Default (0)
15:06:06
SQ
-> Behavior picked: Idle (1)
15:06:06
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
15:06:06
SQ
* ---------------------------------------------------
15:06:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:06:06
SQ
Turn started for Alantyr the Swift
15:06:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:06:11
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
15:06:11
SQ
Alantyr the Swift uses skill Perfect Focus
15:06:14
SQ
[Alantyr the Swift] executes skill [Impale] on target [Orc Warrior]
15:06:14
SQ
Alantyr the Swift uses skill Impale
15:06:17
SQ
[Alantyr the Swift] executes skill [Impale] on target [Orc Warrior]
15:06:17
SQ
Alantyr the Swift uses skill Impale
15:06:20
SQ
Skill [Rallied] removed from [Alantyr the Swift].
15:06:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:06:21
SQ
Turn started for Orc Warrior
15:06:21
SQ
*
15:06:21
SQ
* Orc Warrior: Starting turn.
15:06:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:06:21
SQ
-> Behaviors to pick from:
Attack.Default (81.9405)(*), Defend.Shieldwall (80.4438)(*), Defend.Knockback (58.8225)(*), Idle (1), BreakFree (0), Attack.SplitShield (0), Engage.Melee (0), Roam (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Defend (0), LineBreaker (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0)
Attack.Default (81.9405)(*), Defend.Shieldwall (80.4438)(*), Defend.Knockback (58.8225)(*), Idle (1), BreakFree (0), Attack.SplitShield (0), Engage.Melee (0), Roam (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Defend (0), LineBreaker (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Split (0)
15:06:21
SQ
-> Behavior picked: Defend.Shieldwall (80.4438)
15:06:21
SQ
* Orc Warrior: Using Shieldwall!
15:06:21
SQ
Orc Warrior uses skill Shieldwall
15:06:21
SQ
-> Behaviors to pick from:
Attack.Default (81.5082)(*), Defend.Knockback (58.8225)(*), Idle (1), BreakFree (0), Defend (0), Attack.SplitShield (0), LineBreaker (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Shieldwall (0)
Attack.Default (81.5082)(*), Defend.Knockback (58.8225)(*), Idle (1), BreakFree (0), Defend (0), Attack.SplitShield (0), LineBreaker (0), Attack.CrushArmor (0), Retreat (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Shieldwall (0)
15:06:21
SQ
-> Behavior picked: Attack.Default (81.5082)
15:06:22
SQ
* Orc Warrior: Using Cleave against Ragnar the Blade!
15:06:22
SQ
Orc Warrior uses skill Cleave
15:06:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), LineBreaker (0), Defend (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Retreat (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), LineBreaker (0), Defend (0), Engage.Melee (0), Attack.CrushArmor (0), BreakFree (0), Retreat (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Shieldwall (0), Attack.Default (0)
15:06:22
SQ
-> Behavior picked: Idle (1)
15:06:23
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
15:06:23
SQ
* ---------------------------------------------------
15:06:23
SQ
INFO: Next round issued: 5
15:06:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:06:23
SQ
Turn started for Ragnar the Blade
15:06:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:06:31
SQ
[Ragnar the Blade] executes skill [Impale] on target [Goth Na Ari]
15:06:31
SQ
Ragnar the Blade uses skill Impale
15:06:33
SQ
Skill [Rallied] removed from [Ragnar the Blade].
15:06:33
SQ
Skill [Bleeding] removed from [Ragnar the Blade].
15:06:33
UI
ERROR: Failed to update entity. Reason: Entity id: 22768 not found.
15:06:33
UI
ERROR: Failed to update entity. Reason: Entity id: 22768 not found.
15:06:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:06:33
SQ
Turn started for Svein
15:06:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:06:36
SQ
[Svein] executes skill [Puncture] on target [Orc Warrior]
15:06:36
SQ
Svein uses skill Puncture
15:06:38
SQ
[Svein] executes skill [Puncture] on target [Orc Warrior]
15:06:38
SQ
Svein uses skill Puncture
15:06:38
SQ
Skill [Rallied] removed from [Svein].
15:06:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:06:38
SQ
Turn started for Thorismund Balduric
15:06:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:06:45
SQ
[Thorismund Balduric] executes skill [Rotation] on target [Ragnar the Blade]
15:06:45
SQ
Thorismund Balduric uses skill Rotation
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:45
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
TurnSequenceBar::initNextTurn -> next turn denied
15:06:46
SQ
Skill [Rallied] removed from [Thorismund Balduric].
15:06:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:06:46
SQ
Turn started for Bjarne
15:06:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:06:50
SQ
[Bjarne] executes skill [Puncture] on target [Goth Na Ari]
15:06:50
SQ
Bjarne uses skill Puncture
15:06:51
SQ
[Bjarne] executes skill [Puncture] on target [Goth Na Ari]
15:06:51
SQ
Bjarne uses skill Puncture
15:06:51
SQ
Skill [Rallied] removed from [Bjarne].
15:06:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:06:52
SQ
Turn started for Gothart
15:06:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:07:11
SQ
Skill [Rallied] removed from [Gothart].
15:07:11
SQ
Skill [Bleeding] removed from [Gothart].
15:07:11
UI
ERROR: Failed to update entity. Reason: Entity id: 1523441 not found.
15:07:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:07:11
SQ
Turn started for Gunnar the Hound
15:07:11
SQ
Skill [Shieldwall] removed from [Gunnar the Hound].
15:07:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:07:18
UI
equip item: 50871766
15:07:22
SQ
[Gunnar the Hound] executes skill [Puncture] on target [Orc Warrior]
15:07:22
SQ
Gunnar the Hound uses skill Puncture
15:07:25
SQ
[Gunnar the Hound] executes skill [Puncture] on target [Orc Warrior]
15:07:25
SQ
Gunnar the Hound uses skill Puncture
15:07:25
SQ
Skill [Rallied] removed from [Gunnar the Hound].
15:07:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:07:25
SQ
Turn started for Torleif
15:07:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:07:33
SQ
[Torleif] executes skill [Impale] on target [Orc Warrior]
15:07:33
SQ
Torleif uses skill Impale
15:07:36
SQ
Skill [Rallied] removed from [Torleif].
15:07:36
UI
ERROR: Failed to update entity. Reason: Entity id: 22848 not found.
15:07:36
UI
ERROR: Failed to update entity. Reason: Entity id: 22848 not found.
15:07:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:07:36
SQ
Turn started for Alfgeir
15:07:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:07:41
SQ
[Alfgeir] executes skill [Bash] on target [Goth Na Ari]
15:07:41
SQ
Alfgeir uses skill Bash
15:07:42
SQ
[Alfgeir] executes skill [Bash] on target [Goth Na Ari]
15:07:42
SQ
Alfgeir uses skill Bash
15:07:42
SQ
Skill [Rallied] removed from [Alfgeir].
15:07:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:07:43
SQ
Turn started for Gerhard
15:07:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:07:46
SQ
[Gerhard] executes skill [Bash] on target [Orc Warrior]
15:07:46
SQ
Gerhard uses skill Bash
15:07:50
SQ
[Gerhard] executes skill [Bash] on target [Orc Warrior]
15:07:50
SQ
Gerhard uses skill Bash
15:07:50
SQ
Skill [Rallied] removed from [Gerhard].
15:07:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:07:51
SQ
Turn started for Orc Young
15:07:51
SQ
*
15:07:51
SQ
* Orc Young: Starting turn.
15:07:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:07:51
SQ
-> Behaviors to pick from:
Engage.Melee (225)(*), Defend.Shieldwall (4.97146), Idle (1), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Attack.Swing (0), Roam (0), Defend.Knockback (0), Charge (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Melee (0), Attack.KnockOut (0)
Engage.Melee (225)(*), Defend.Shieldwall (4.97146), Idle (1), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Attack.Swing (0), Roam (0), Defend.Knockback (0), Charge (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Melee (0), Attack.KnockOut (0)
15:07:51
SQ
-> Behavior picked: Engage.Melee (225)
15:07:52
SQ
Orc Young uses skill Charge
15:07:53
SQ
-> Behaviors to pick from:
Attack.SplitShield (171.23)(*), Attack.Default (36.3337), Defend.Shieldwall (17.7035), Idle (1), SwitchTo.Ranged (0), Roam (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Charge (0), Retreat (0), Defend (0), BreakFree (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Engage.Melee (0)
Attack.SplitShield (171.23)(*), Attack.Default (36.3337), Defend.Shieldwall (17.7035), Idle (1), SwitchTo.Ranged (0), Roam (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Swing (0), Flee (0), Charge (0), Retreat (0), Defend (0), BreakFree (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Engage.Melee (0)
15:07:53
SQ
-> Behavior picked: Attack.SplitShield (171.23)
15:07:53
SQ
* Orc Young: Using Split Shield against Svein!
15:07:53
SQ
Orc Young uses skill Split Shield
15:07:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Swing (0), Flee (0), Charge (0), Retreat (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Engage.Melee (0), Attack.SplitShield (0)
Idle (1)(*), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), SwitchTo.Melee (0), Attack.Swing (0), Flee (0), Charge (0), Retreat (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Attack.Default (0), Attack.KnockOut (0), Engage.Melee (0), Attack.SplitShield (0)
15:07:53
SQ
-> Behavior picked: Idle (1)
15:07:53
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:07:53
SQ
* ---------------------------------------------------
15:07:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:07:53
SQ
Turn started for Winrich
15:07:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:07:59
SQ
[Winrich] executes skill [Slash] on target [Orc Warrior]
15:07:59
SQ
Winrich uses skill Slash
15:08:00
SQ
[Winrich] executes skill [Slash] on target [Orc Warrior]
15:08:00
SQ
Winrich uses skill Slash
15:08:00
SQ
Skill [Rallied] removed from [Winrich].
15:08:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:08:01
SQ
Turn started for Orc Young
15:08:01
SQ
Skill [Shieldwall] removed from [Orc Young].
15:08:01
SQ
*
15:08:01
SQ
* Orc Young: Starting turn.
15:08:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:08:01
SQ
-> Behaviors to pick from:
Attack.Default (68.3837)(*), Defend.Shieldwall (17.8676)(*), Idle (1), Attack.SplitShield (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.CrushArmor (0), Charge (0), Attack.Swing (0)
Attack.Default (68.3837)(*), Defend.Shieldwall (17.8676)(*), Idle (1), Attack.SplitShield (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Flee (0), Defend.Knockback (0), BreakFree (0), Attack.CrushArmor (0), Charge (0), Attack.Swing (0)
15:08:01
SQ
-> Behavior picked: Attack.Default (68.3837)
15:08:02
SQ
* Orc Young: Using Chop against Torleif!
15:08:02
SQ
Orc Young uses skill Chop
15:08:02
SQ
-> Behaviors to pick from:
Attack.Default (65.4835)(*), Defend.Shieldwall (17.6786)(*), Idle (1), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Flee (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Charge (0), Attack.Swing (0), Attack.SplitShield (0)
Attack.Default (65.4835)(*), Defend.Shieldwall (17.6786)(*), Idle (1), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Flee (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Defend (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Charge (0), Attack.Swing (0), Attack.SplitShield (0)
15:08:02
SQ
-> Behavior picked: Attack.Default (65.4835)
15:08:03
SQ
* Orc Young: Using Chop against Torleif!
15:08:03
SQ
Orc Young uses skill Chop
15:08:03
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Flee (0), Retreat (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Charge (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Melee (0), Flee (0), Retreat (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Charge (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Default (0)
15:08:03
SQ
-> Behavior picked: Idle (1)
15:08:03
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:08:03
SQ
* ---------------------------------------------------
15:08:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:08:03
SQ
Turn started for Orc Young
15:08:03
SQ
*
15:08:03
SQ
* Orc Young: Starting turn.
15:08:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:08:04
SQ
-> Behaviors to pick from:
Attack.Default (30.7756)(*), Attack.KnockOut (13.9429)(*), Idle (1), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), BreakFree (0), Defend.Shieldwall (0), Charge (0), Retreat (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Flee (0), Defend (0), Attack.Swing (0)
Attack.Default (30.7756)(*), Attack.KnockOut (13.9429)(*), Idle (1), Attack.SplitShield (0), Attack.Split (0), Engage.Melee (0), BreakFree (0), Defend.Shieldwall (0), Charge (0), Retreat (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Flee (0), Defend (0), Attack.Swing (0)
15:08:04
SQ
-> Behavior picked: Attack.KnockOut (13.9429)
15:08:04
SQ
* Orc Young: Using Knock Out against Gunnar the Hound!
15:08:04
SQ
Orc Young uses skill Knock Out
15:08:04
SQ
-> Behaviors to pick from:
Attack.Default (31.9514)(*), Attack.KnockOut (12.8)(*), Idle (1), Attack.Split (0), Roam (0), Engage.Melee (0), SwitchTo.Ranged (0), Charge (0), Retreat (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Defend (0), Attack.Swing (0), Attack.SplitShield (0)
Attack.Default (31.9514)(*), Attack.KnockOut (12.8)(*), Idle (1), Attack.Split (0), Roam (0), Engage.Melee (0), SwitchTo.Ranged (0), Charge (0), Retreat (0), SwitchTo.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Defend (0), Attack.Swing (0), Attack.SplitShield (0)
15:08:04
SQ
-> Behavior picked: Attack.KnockOut (12.8)
15:08:05
SQ
* Orc Young: Using Knock Out against Gunnar the Hound!
15:08:05
SQ
Orc Young uses skill Knock Out
15:08:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), SwitchTo.Ranged (0), Roam (0), BreakFree (0), Charge (0), Attack.Split (0), Retreat (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Defend (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), SwitchTo.Ranged (0), Roam (0), BreakFree (0), Charge (0), Attack.Split (0), Retreat (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.CrushArmor (0), Flee (0), Defend.Shieldwall (0), Defend (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Default (0)
15:08:05
SQ
-> Behavior picked: Idle (1)
15:08:05
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:08:05
SQ
* ---------------------------------------------------
15:08:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:08:06
SQ
Turn started for Palaemon the Oldguard
15:08:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:08:13
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Goth Na Ari]
15:08:13
SQ
Palaemon the Oldguard uses skill Slash
15:08:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:08:15
SQ
Turn started for Alantyr the Swift
15:08:15
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
15:08:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:08:21
SQ
[Alantyr the Swift] executes skill [Impale] on target [Orc Warrior]
15:08:21
SQ
Alantyr the Swift uses skill Impale
15:08:21
SQ
Orc Warrior has died.
15:08:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: false)
15:08:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:08:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goth Na Ari - Locked: true)
15:08:29
SQ
Turn started for Goth Na Ari
15:08:29
SQ
*
15:08:29
SQ
* Goth Na Ari: Starting turn.
15:08:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goth Na Ari)
15:08:30
SQ
-> Behaviors to pick from:
Warcry (517.922)(*), Attack.Thresh (439.89)(*), LineBreaker (146.22)(*), Attack.Default (79.841), Attack.SplitShield (77.175), Idle (1), Roam (0), Defend (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Flee (0)
Warcry (517.922)(*), Attack.Thresh (439.89)(*), LineBreaker (146.22)(*), Attack.Default (79.841), Attack.SplitShield (77.175), Idle (1), Roam (0), Defend (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Flee (0)
15:08:30
SQ
-> Behavior picked: Attack.Thresh (439.89)
15:08:30
SQ
* Goth Na Ari: Using Round Swing / Thresh!
15:08:30
SQ
Goth Na Ari uses skill Round Swing
15:08:30
SQ
-> Behaviors to pick from:
Idle (1)(*), LineBreaker (0), Roam (0), Attack.SplitShield (0), Engage.Melee (0), Defend (0), Attack.Default (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Attack.Thresh (0), Flee (0), Warcry (0)
Idle (1)(*), LineBreaker (0), Roam (0), Attack.SplitShield (0), Engage.Melee (0), Defend (0), Attack.Default (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Attack.Thresh (0), Flee (0), Warcry (0)
15:08:30
SQ
-> Behavior picked: Idle (1)
15:08:31
SQ
* Goth Na Ari: Ending Turn with 2 of 8 AP left.
15:08:31
SQ
* ---------------------------------------------------
15:08:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Warrior - Locked: true)
15:08:31
SQ
Turn started for Orc Warrior
15:08:31
SQ
Skill [Shieldwall] removed from [Orc Warrior].
15:08:31
SQ
*
15:08:31
SQ
* Orc Warrior: Starting turn.
15:08:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Warrior)
15:08:31
SQ
-> Behaviors to pick from:
LineBreaker (128.111)(*), Defend.Shieldwall (71.2217)(*), Attack.Default (59.7857)(*), Idle (1), Engage.Melee (0), Defend.Knockback (0), Attack.KnockOut (0), Flee (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Roam (0), BreakFree (0), Retreat (0), Defend (0), Attack.SplitShield (0)
LineBreaker (128.111)(*), Defend.Shieldwall (71.2217)(*), Attack.Default (59.7857)(*), Idle (1), Engage.Melee (0), Defend.Knockback (0), Attack.KnockOut (0), Flee (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Roam (0), BreakFree (0), Retreat (0), Defend (0), Attack.SplitShield (0)
15:08:31
SQ
-> Behavior picked: LineBreaker (128.111)
15:08:32
SQ
* Orc Warrior: Using Line Breaker!
15:08:32
SQ
Orc Warrior uses skill Line Breaker
15:08:33
SQ
-> Behaviors to pick from:
Attack.Default (83.0015)(*), Defend.Shieldwall (68.9854)(*), LineBreaker (49.2545)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Roam (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Flee (0)
Attack.Default (83.0015)(*), Defend.Shieldwall (68.9854)(*), LineBreaker (49.2545)(*), Idle (1), Engage.Melee (0), Attack.Split (0), Roam (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Flee (0)
15:08:33
SQ
-> Behavior picked: Attack.Default (83.0015)
15:08:33
SQ
* Orc Warrior: Using Cleave against Ragnar the Blade!
15:08:33
SQ
Orc Warrior uses skill Cleave
15:08:34
SQ
-> Behaviors to pick from:
Idle (1)(*), LineBreaker (0), Roam (0), Engage.Melee (0), Attack.Split (0), Attack.SplitShield (0), Flee (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), LineBreaker (0), Roam (0), Engage.Melee (0), Attack.Split (0), Attack.SplitShield (0), Flee (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Default (0)
15:08:34
SQ
-> Behavior picked: Idle (1)
15:08:34
SQ
* Orc Warrior: Ending Turn with 0 of 8 AP left.
15:08:34
SQ
* ---------------------------------------------------
15:08:34
SQ
INFO: Next round issued: 6
15:08:34
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
15:08:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:08:34
SQ
Turn started for Ragnar the Blade
15:08:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:08:39
SQ
[Ragnar the Blade] executes skill [Impale] on target [Orc Warrior]
15:08:39
SQ
Ragnar the Blade uses skill Impale
15:08:41
UI
ERROR: Failed to update entity. Reason: Entity id: 22768 not found.
15:08:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:08:41
SQ
Turn started for Gothart
15:08:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:08:49
SQ
[Gothart] executes skill [Impale] on target [Goth Na Ari]
15:08:49
SQ
Gothart uses skill Impale
15:08:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:08:49
SQ
Turn started for Svein
15:08:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:08:49
SQ
Skill [Stunned] removed from [Svein].
15:08:49
UI
ERROR: Failed to update entity. Reason: Entity id: 347536 not found.
15:08:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:08:50
SQ
Turn started for Torleif
15:08:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:08:54
SQ
[Torleif] executes skill [Impale] on target [Orc Young]
15:08:54
SQ
Torleif uses skill Impale
15:08:56
SQ
Skill [Bleeding] removed from [Torleif].
15:08:56
UI
ERROR: Failed to update entity. Reason: Entity id: 22848 not found.
15:08:56
UI
ERROR: Failed to update entity. Reason: Entity id: 22848 not found.
15:08:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:08:56
SQ
Turn started for Thorismund Balduric
15:08:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:09:02
SQ
[Thorismund Balduric] executes skill [Slash] on target [Orc Warrior]
15:09:02
SQ
Thorismund Balduric uses skill Slash
15:09:03
SQ
[Thorismund Balduric] executes skill [Slash] on target [Orc Warrior]
15:09:03
SQ
Thorismund Balduric uses skill Slash
15:09:03
SQ
Orc Warrior has died.
15:09:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:09:04
SQ
Turn started for Bjarne
15:09:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:09:08
SQ
[Bjarne] executes skill [Shieldwall] on target [Bjarne]
15:09:08
SQ
Bjarne uses skill Shieldwall
15:09:09
SQ
[Bjarne] executes skill [Puncture] on target [Goth Na Ari]
15:09:09
SQ
Bjarne uses skill Puncture
15:09:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:09:09
SQ
Turn started for Gerhard
15:09:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:09:14
SQ
[Gerhard] executes skill [Knock Out] on target [Orc Young]
15:09:14
SQ
Gerhard uses skill Knock Out
15:09:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:09:17
SQ
Turn started for Alfgeir
15:09:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:09:19
SQ
[Alfgeir] executes skill [Bash] on target [Goth Na Ari]
15:09:19
SQ
Alfgeir uses skill Bash
15:09:21
SQ
[Alfgeir] executes skill [Bash] on target [Goth Na Ari]
15:09:21
SQ
Alfgeir uses skill Bash
15:09:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:09:21
SQ
Turn started for Gunnar the Hound
15:09:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:09:27
SQ
[Gunnar the Hound] executes skill [Stab] on target [Orc Young]
15:09:27
SQ
Gunnar the Hound uses skill Stab
15:09:30
SQ
[Gunnar the Hound] executes skill [Shieldwall] on target [Gunnar the Hound]
15:09:30
SQ
Gunnar the Hound uses skill Shieldwall
15:09:30
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
15:09:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:09:30
SQ
Turn started for Orc Young
15:09:30
SQ
*
15:09:30
SQ
* Orc Young: Starting turn.
15:09:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:09:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Charge (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Melee (0)
Idle (1)(*), Flee (0), SwitchTo.Ranged (0), Defend (0), Roam (0), Charge (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Attack.CrushArmor (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), SwitchTo.Melee (0)
15:09:30
SQ
-> Behavior picked: Idle (1)
15:09:30
SQ
* Orc Young: Ending Turn with 0 of 9 AP left.
15:09:30
SQ
* ---------------------------------------------------
15:09:30
SQ
Skill [Stunned] removed from [Orc Young].
15:09:30
UI
ERROR: Failed to update entity. Reason: Entity id: 3071246 not found.
15:09:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:09:31
SQ
Turn started for Winrich
15:09:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:09:40
SQ
[Winrich] executes skill [Slash] on target [Orc Young]
15:09:40
SQ
Winrich uses skill Slash
15:09:54
UI
equip item: 50305936
15:10:01
Resource
Loading: music/orcs_01.music
15:10:01
Resource
Unloading: music/orcs_02.music
15:10:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:10:10
SQ
Turn started for Orc Young
15:10:10
SQ
*
15:10:10
SQ
* Orc Young: Starting turn.
15:10:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:10:11
SQ
-> Behaviors to pick from:
Attack.Default (52.7573)(*), Defend.Shieldwall (24.2323)(*), Idle (1), Roam (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0), Flee (0), Charge (0), Retreat (0), Defend (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0)
Attack.Default (52.7573)(*), Defend.Shieldwall (24.2323)(*), Idle (1), Roam (0), Attack.Split (0), Defend.Knockback (0), BreakFree (0), Flee (0), Charge (0), Retreat (0), Defend (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.KnockOut (0), Attack.Swing (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0)
15:10:11
SQ
-> Behavior picked: Attack.Default (52.7573)
15:10:11
SQ
* Orc Young: Using Chop against Svein!
15:10:11
SQ
Orc Young uses skill Chop
15:10:11
SQ
-> Behaviors to pick from:
Attack.Default (42.1279)(*), Defend.Shieldwall (23.7962)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), SwitchTo.Melee (0), Charge (0), Retreat (0), Defend (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Flee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0)
Attack.Default (42.1279)(*), Defend.Shieldwall (23.7962)(*), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Defend.Knockback (0), SwitchTo.Melee (0), Charge (0), Retreat (0), Defend (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Flee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0)
15:10:11
SQ
-> Behavior picked: Attack.Default (42.1279)
15:10:12
SQ
* Orc Young: Using Chop against Svein!
15:10:12
SQ
Orc Young uses skill Chop
15:10:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Charge (0), Attack.Split (0), Retreat (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Engage.Melee (0), Flee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Charge (0), Attack.Split (0), Retreat (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Swing (0), Engage.Melee (0), Flee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), Attack.Default (0)
15:10:12
SQ
-> Behavior picked: Idle (1)
15:10:12
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:10:12
SQ
* ---------------------------------------------------
15:10:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:10:13
SQ
Turn started for Orc Young
15:10:13
SQ
*
15:10:13
SQ
* Orc Young: Starting turn.
15:10:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:10:13
SQ
-> Behaviors to pick from:
Attack.Default (14.675)(*), Attack.KnockOut (3.89796)(*), Idle (1), BreakFree (0), Charge (0), SwitchTo.Ranged (0), Flee (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.Swing (0), Retreat (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0)
Attack.Default (14.675)(*), Attack.KnockOut (3.89796)(*), Idle (1), BreakFree (0), Charge (0), SwitchTo.Ranged (0), Flee (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Split (0), Defend (0), Attack.Swing (0), Retreat (0), Attack.SplitShield (0), Roam (0), Engage.Melee (0)
15:10:13
SQ
-> Behavior picked: Attack.KnockOut (3.89796)
15:10:14
SQ
* Orc Young: Using Knock Out against Gunnar the Hound!
15:10:14
SQ
Orc Young uses skill Knock Out
15:10:14
SQ
-> Behaviors to pick from:
Attack.Default (17.8953)(*), Idle (1), Charge (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0)
Attack.Default (17.8953)(*), Idle (1), Charge (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Engage.Melee (0), Attack.KnockOut (0)
15:10:14
SQ
-> Behavior picked: Attack.Default (17.8953)
15:10:14
SQ
* Orc Young: Using Bash against Gunnar the Hound!
15:10:14
SQ
Orc Young uses skill Bash
15:10:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Charge (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Roam (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0)
Idle (1)(*), Charge (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Roam (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.Split (0), Engage.Melee (0), Attack.KnockOut (0), Attack.Default (0)
15:10:15
SQ
-> Behavior picked: Idle (1)
15:10:15
SQ
* Orc Young: Ending Turn with 1 of 9 AP left.
15:10:15
SQ
* ---------------------------------------------------
15:10:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:10:15
SQ
Turn started for Palaemon the Oldguard
15:10:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:10:19
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Goth Na Ari]
15:10:19
SQ
Palaemon the Oldguard uses skill Slash
15:10:20
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Goth Na Ari]
15:10:20
SQ
Palaemon the Oldguard uses skill Slash
15:10:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:10:20
SQ
Turn started for Alantyr the Swift
15:10:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:10:25
SQ
[Alantyr the Swift] executes skill [Impale] on target [Orc Young]
15:10:25
SQ
Alantyr the Swift uses skill Impale
15:10:25
SQ
Orc Young has died.
15:10:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Goth Na Ari - Locked: true)
15:10:30
SQ
Turn started for Goth Na Ari
15:10:30
SQ
*
15:10:30
SQ
* Goth Na Ari: Starting turn.
15:10:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Goth Na Ari)
15:10:30
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Default (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Attack.Thresh (0), Attack.SplitShield (0), Warcry (0), LineBreaker (0)
Flee (9000)(*), Idle (1), Engage.Melee (0), Defend (0), Roam (0), Attack.Default (0), Defend.Knockback (0), Defend.Shieldwall (0), BreakFree (0), Attack.Thresh (0), Attack.SplitShield (0), Warcry (0), LineBreaker (0)
15:10:30
SQ
-> Behavior picked: Flee (9000)
15:10:30
SQ
* Goth Na Ari: Fleeing.
15:10:30
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), Attack.Default (0), Engage.Melee (0), LineBreaker (0), Defend.Knockback (0), BreakFree (0), Attack.Thresh (0), Attack.SplitShield (0), Warcry (0), Defend.Shieldwall (0), Defend (0)
Flee (9000)(*), Idle (1), Roam (0), Attack.Default (0), Engage.Melee (0), LineBreaker (0), Defend.Knockback (0), BreakFree (0), Attack.Thresh (0), Attack.SplitShield (0), Warcry (0), Defend.Shieldwall (0), Defend (0)
15:10:30
SQ
-> Behavior picked: Flee (9000)
15:10:31
SQ
* Goth Na Ari: Fleeing.
15:10:31
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Engage.Melee (0), LineBreaker (0), Roam (0), Defend (0), Defend.Knockback (0), Attack.Thresh (0), Attack.SplitShield (0), Warcry (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0)
Flee (9000)(*), Idle (1), Engage.Melee (0), LineBreaker (0), Roam (0), Defend (0), Defend.Knockback (0), Attack.Thresh (0), Attack.SplitShield (0), Warcry (0), Defend.Shieldwall (0), BreakFree (0), Attack.Default (0)
15:10:31
SQ
-> Behavior picked: Flee (9000)
15:10:32
SQ
* Goth Na Ari: Fleeing.
15:10:32
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), Defend (0), Engage.Melee (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Warcry (0), Defend.Shieldwall (0), BreakFree (0), Attack.Thresh (0), LineBreaker (0)
Flee (9000)(*), Idle (1), Roam (0), Defend (0), Engage.Melee (0), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), Warcry (0), Defend.Shieldwall (0), BreakFree (0), Attack.Thresh (0), LineBreaker (0)
15:10:32
SQ
-> Behavior picked: Flee (9000)
15:10:33
SQ
* Goth Na Ari: Fleeing.
15:10:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Knockback (0), Engage.Melee (0), Attack.Default (0), Attack.SplitShield (0), Defend (0), Warcry (0), Defend.Shieldwall (0), BreakFree (0), Attack.Thresh (0), LineBreaker (0), Flee (0)
Idle (1)(*), Roam (0), Defend.Knockback (0), Engage.Melee (0), Attack.Default (0), Attack.SplitShield (0), Defend (0), Warcry (0), Defend.Shieldwall (0), BreakFree (0), Attack.Thresh (0), LineBreaker (0), Flee (0)
15:10:33
SQ
-> Behavior picked: Idle (1)
15:10:34
SQ
* Goth Na Ari: Ending Turn with 0 of 8 AP left.
15:10:34
SQ
* ---------------------------------------------------
15:10:34
SQ
INFO: Next round issued: 7
15:10:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:10:34
SQ
Turn started for Ragnar the Blade
15:10:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:10:43
SQ
Skill [Bleeding] removed from [Ragnar the Blade].
15:10:43
UI
ERROR: Failed to update entity. Reason: Entity id: 22768 not found.
15:10:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:10:43
SQ
Turn started for Svein
15:10:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:10:48
SQ
[Svein] executes skill [Stab] on target [Orc Young]
15:10:48
SQ
Svein uses skill Stab
15:10:50
SQ
[Svein] executes skill [Stab] on target [Orc Young]
15:10:50
SQ
Svein uses skill Stab
15:10:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:10:51
SQ
Turn started for Torleif
15:10:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:10:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:10:54
SQ
Turn started for Gothart
15:10:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:10:59
SQ
[Gothart] executes skill [Impale] on target [Goth Na Ari]
15:10:59
SQ
Gothart uses skill Impale
15:10:59
SQ
Goth Na Ari has died.
15:11:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:11:02
SQ
Turn started for Thorismund Balduric
15:11:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:11:13
SQ
[Thorismund Balduric] executes skill [Slash] on target [Orc Young]
15:11:13
SQ
Thorismund Balduric uses skill Slash
15:11:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:11:13
SQ
Turn started for Gerhard
15:11:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:11:18
SQ
[Gerhard] executes skill [Knock Out] on target [Orc Young]
15:11:18
SQ
Gerhard uses skill Knock Out
15:11:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:11:19
SQ
Turn started for Alfgeir
15:11:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:11:24
SQ
[Alfgeir] executes skill [Bash] on target [Orc Young]
15:11:24
SQ
Alfgeir uses skill Bash
15:11:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:11:24
SQ
Turn started for Winrich
15:11:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:11:28
SQ
[Winrich] executes skill [Rupture] on target [Orc Young]
15:11:28
SQ
Winrich uses skill Rupture
15:11:28
SQ
Orc Young has died.
15:11:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: false)
15:11:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:11:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:11:34
SQ
Turn started for Gunnar the Hound
15:11:34
SQ
Skill [Shieldwall] removed from [Gunnar the Hound].
15:11:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:11:39
SQ
[Gunnar the Hound] executes skill [Stab] on target [Orc Young]
15:11:39
SQ
Gunnar the Hound uses skill Stab
15:11:40
SQ
[Gunnar the Hound] executes skill [Stab] on target [Orc Young]
15:11:40
SQ
Gunnar the Hound uses skill Stab
15:11:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:11:41
SQ
Turn started for Bjarne
15:11:41
SQ
Skill [Shieldwall] removed from [Bjarne].
15:11:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:11:47
UI
equip item: 55083891
15:11:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:11:50
SQ
Turn started for Alantyr the Swift
15:11:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:11:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:11:55
SQ
Turn started for Palaemon the Oldguard
15:11:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:12:02
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Orc Young]
15:12:02
SQ
Palaemon the Oldguard uses skill Slash
15:12:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Orc Young - Locked: true)
15:12:02
SQ
Turn started for Orc Young
15:12:02
SQ
*
15:12:02
SQ
* Orc Young: Starting turn.
15:12:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Orc Young)
15:12:03
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.SplitShield (0), BreakFree (0), Retreat (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0), Charge (0)
Flee (9000)(*), Idle (1), Attack.SplitShield (0), BreakFree (0), Retreat (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Knockback (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0), Charge (0)
15:12:03
SQ
-> Behavior picked: Flee (9000)
15:12:03
SQ
* Orc Young: Fleeing.
15:12:03
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Retreat (0), Roam (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Shieldwall (0), Engage.Melee (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Default (0), Charge (0), BreakFree (0)
Flee (9000)(*), Idle (1), Retreat (0), Roam (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Shieldwall (0), Engage.Melee (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.CrushArmor (0), Attack.Default (0), Charge (0), BreakFree (0)
15:12:03
SQ
-> Behavior picked: Flee (9000)
15:12:04
SQ
* Orc Young: Fleeing.
15:12:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Default (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Engage.Melee (0), Roam (0), Charge (0), BreakFree (0), Flee (0)
Idle (1)(*), Retreat (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Default (0), Defend (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Engage.Melee (0), Roam (0), Charge (0), BreakFree (0), Flee (0)
15:12:04
SQ
-> Behavior picked: Idle (1)
15:12:04
SQ
* Orc Young: Ending Turn with 5 of 9 AP left.
15:12:04
SQ
* ---------------------------------------------------
15:12:04
SQ
INFO: Next round issued: 8
15:12:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:12:05
SQ
Turn started for Ragnar the Blade
15:12:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:12:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:12:08
SQ
Turn started for Svein
15:12:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:12:15
UI
equip item: 55173415
15:12:16
UI
equip item: 49792689
15:12:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:12:22
SQ
Turn started for Torleif
15:12:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:12:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:12:25
SQ
Turn started for Gothart
15:12:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:12:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:12:31
SQ
Turn started for Thorismund Balduric
15:12:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:12:36
SQ
[Thorismund Balduric] executes skill [Slash] on target [Orc Young]
15:12:36
SQ
Thorismund Balduric uses skill Slash
15:12:36
SQ
Orc Young has died.
15:12:36
Resource
Unloading: gfx/orientation_overlay.png
15:12:40
Resource
Loading: music/victory_01.music
15:12:40
Resource
Unloading: music/orcs_01.music
15:13:25
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
15:13:25
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
15:13:25
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
15:13:25
SQ
World::onCombatFinished
15:13:25
SQ
TacticalState::onFinish
15:13:25
Resource
Unloading: gfx/object_0.png
15:13:25
Resource
Unloading: gfx/detail.png
15:13:25
Resource
Unloading Resource Package "Temporary Tactical Resources".
15:13:25
Resource
Unloading: sounds/combat/pound_01.wav
15:13:25
Resource
Unloading: sounds/combat/pound_02.wav
15:13:25
Resource
Unloading: sounds/combat/pound_03.wav
15:13:25
Resource
Unloading: sounds/combat/pound_hit_01.wav
15:13:25
Resource
Unloading: sounds/combat/pound_hit_02.wav
15:13:25
Resource
Unloading: sounds/combat/pound_hit_03.wav
15:13:25
Resource
Unloading: sounds/combat/thresh_01.wav
15:13:25
Resource
Unloading: sounds/combat/thresh_02.wav
15:13:25
Resource
Unloading: sounds/combat/thresh_03.wav
15:13:25
Resource
Unloading: sounds/combat/thresh_hit_01.wav
15:13:25
Resource
Unloading: sounds/combat/thresh_hit_02.wav
15:13:25
Resource
Unloading: sounds/combat/thresh_hit_03.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_rage_01.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_rage_02.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_rage_03.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_rage_04.wav
15:13:25
Resource
Unloading: sounds/enemies/warcry_01.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_linebreaker_01.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_linebreaker_02.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_linebreaker_03.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_hurt_01.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_hurt_02.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_hurt_03.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_hurt_04.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_hurt_05.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_death_01.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_death_02.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_death_03.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_death_04.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_death_05.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_death_06.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_flee_03.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_flee_05.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_flee_06.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_idle_01.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_idle_02.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_idle_03.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_idle_04.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_idle_05.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_idle_06.wav
15:13:25
Resource
Unloading: gfx/entity_2.png
15:13:25
Resource
Unloading: sounds/enemies/orc_charge_01.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_charge_02.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_charge_03.wav
15:13:25
Resource
Unloading: sounds/enemies/orc_charge_04.wav
15:13:25
UI
IngameMenuScreen::UNREGISTER
15:13:25
UI
MainMenuModule::UNREGISTER
15:13:25
UI
LoadCampaignMenuModule::UNREGISTER
15:13:25
UI
SaveCampaignMenuModule::UNREGISTER
15:13:25
UI
OptionsMenuModule::UNREGISTER
15:13:25
UI
OptionsMenuModuleVideoPanel::UNREGISTER
15:13:25
UI
OptionsMenuModuleVideoPanel::UNREGISTER
15:13:25
UI
OptionsMenuModuleControlsPanel::UNREGISTER
15:13:25
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
15:13:25
UI
TacticalFleeScreen::UNREGISTER
15:13:25
UI
CharacterScreen::UNREGISTER
15:13:25
UI
CharacterScreenLeftPanelModule::UNREGISTER
15:13:25
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
15:13:25
UI
CharacterScreenPaperdollModule::UNREGISTER
15:13:25
UI
CharacterScreenSkillsModule::UNREGISTER
15:13:25
UI
CharacterScreenStatsModule::UNREGISTER
15:13:25
UI
CharacterScreenRightPanelModule::UNREGISTER
15:13:25
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
15:13:25
UI
CharacterScreenInventoryListModule::UNREGISTER
15:13:25
UI
CharacterScreenPerksModule::UNREGISTER
15:13:25
UI
CharacterScreenBrothersListModule::UNREGISTER
15:13:25
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
15:13:25
UI
TacticalScreen::UNREGISTER
15:13:25
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
15:13:25
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
15:13:25
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
15:13:25
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
15:13:25
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
15:13:25
UI
TacticalCombatResultScreen::UNREGISTER
15:13:25
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
15:13:25
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
15:13:29
Resource
Loading: music/worldmap_07.music
15:13:29
Resource
Unloading: music/victory_01.music
15:13:44
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
15:13:56
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
15:13:58
UI
Backpack -> Paperdoll (sourceItemIdx: 3)
15:15:15
UI
equip item: 52785962
15:15:23
UI
equip item: 54613440
15:15:26
UI
equip item: 51042997
15:15:51
UI
equip item: 52432905
15:15:57
UI
equip item: 52850905
15:16:02
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
15:16:07
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
15:16:11
UI
equip item: 52581971
15:16:13
UI
equip item: 51720767
15:16:42
UI
Backpack -> Stash | Ground (targetIdx: 47)
15:16:47
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
15:16:48
UI
Backpack -> Paperdoll (sourceItemIdx: 2)
15:17:19
SQ
contract added: contract.escort_caravan
15:17:19
SQ
chance to fire event: 19.1388%
15:17:24
SQ
contract removed: contract.destroy_inactive_location
15:17:24
SQ
chance to fire event: 19.7024%
15:17:33
SQ
contract added: contract.errant
15:17:43
SQ
Save campaign: Hawksmoor's Hellions
15:17:44
Scene
Finished saving scene.
15:18:17
SQ
contract added: contract.errant
15:18:20
SQ
contract removed: contract.escort_caravan
15:18:20
SQ
contract removed: contract.escort_caravan
15:18:44
SQ
contract added: contract.destroy_inactive_location
15:18:48
SQ
Save campaign: Hawksmoor's Hellions
15:18:49
Scene
Finished saving scene.
15:18:53
SQ
Location entered: Tilted Tombstones
15:18:58
SQ
Save campaign: autosave
15:18:59
Scene
Finished saving scene.
15:19:00
SQ
WorldState::onHide
15:19:00
UI
CharacterScreen::REGISTER
15:19:00
UI
CharacterScreenLeftPanelModule::REGISTER
15:19:00
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
15:19:00
UI
CharacterScreenPaperdollModule::REGISTER
15:19:00
UI
CharacterScreenSkillsModule::REGISTER
15:19:00
UI
CharacterScreenStatsModule::REGISTER
15:19:00
UI
CharacterScreenRightPanelModule::REGISTER
15:19:00
UI
CharacterScreenRightPanelHeaderModule::REGISTER
15:19:00
UI
CharacterScreenInventoryListModule::REGISTER
15:19:00
UI
CharacterScreenPerksModule::REGISTER
15:19:00
UI
CharacterScreenBrothersListModule::REGISTER
15:19:00
UI
CharacterScreenBattleStartFooterModule::REGISTER
15:19:00
UI
TacticalFleeScreen::REGISTER
15:19:00
UI
IngameMenuScreen::REGISTER
15:19:00
UI
MainMenuModule::REGISTER
15:19:00
UI
LoadCampaignMenuModule::REGISTER
15:19:00
UI
SaveCampaignMenuModule::REGISTER
15:19:00
UI
OptionsMenuModule::REGISTER
15:19:00
UI
OptionsMenuModuleVideoPanel::REGISTER
15:19:00
UI
OptionsMenuModuleAudioPanel::REGISTER
15:19:00
UI
OptionsMenuModuleControlsPanel::REGISTER
15:19:00
UI
OptionsMenuModuleGameplayPanel::REGISTER
15:19:00
UI
TacticalCombatResultScreen::REGISTER
15:19:00
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
15:19:00
UI
TacticalCombatResultScreenLootPanel::REGISTER
15:19:00
UI
TacticalScreen::REGISTER
15:19:00
UI
TacticalScreenTurnSequenceBarModule::REGISTER
15:19:00
UI
TacticalScreenOrientationOverlayModule::REGISTER
15:19:00
UI
TacticalScreenTopbarEventLogModule::REGISTER
15:19:00
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
15:19:00
UI
TacticalScreenTopbarOptionsModule::REGISTER
15:19:00
Resource
Loading: gfx/detail.png
15:19:00
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
15:19:00
Resource
Loading: gfx/object_0.png
15:19:00
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
15:19:00
Resource
Loading: gfx/entity_1.png
15:19:00
Texture
Texture "gfx/entity_1.png" (ID: 16) took up approximately 1365kb in video memory.
15:19:00
Resource
Loading: gfx/orientation_overlay.png
15:19:00
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
15:19:00
SQ
TACTICAL: STASH LOCKED: true
15:19:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:01
SQ
Turn started for Ghoul
15:19:01
SQ
*
15:19:01
SQ
* Ghoul: Starting turn.
15:19:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:01
SQ
INFO: Next round issued: 1
15:19:01
Resource
Started loading Resource Package "Temporary Tactical Resources".
15:19:01
Resource
Loading: sounds/enemies/zombie_hurt_01.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_hurt_02.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_hurt_03.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_hurt_04.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_hurt_05.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_hurt_06.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_hurt_07.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_death_01.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_death_02.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_death_03.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_death_04.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_death_05.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_death_06.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_rise_01.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_rise_02.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_rise_03.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_rise_04.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_idle_01.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_idle_02.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_idle_03.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_idle_04.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_idle_05.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_idle_06.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_bite_01.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_bite_02.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_bite_03.wav
15:19:01
Resource
Loading: sounds/enemies/zombie_bite_04.wav
15:19:01
Resource
Loading: sounds/combat/repel_hit_01.wav
15:19:01
Resource
Loading: sounds/combat/repel_hit_02.wav
15:19:01
Resource
Loading: sounds/combat/repel_hit_03.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_flee_01.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_hurt_02.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_hurt_03.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_death_01.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_death_02.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_death_03.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_hurt_01.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_flee_02.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_flee_03.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_idle_01.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_idle_02.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_idle_03.wav
15:19:01
Resource
Loading: sounds/enemies/orc_idle_03.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_claws_01.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_claws_02.wav
15:19:01
Resource
Loading: sounds/enemies/ghoul_claws_03.wav
15:19:01
Resource
Loading: sounds/combat/werewolf_claw_01.wav
15:19:01
Resource
Loading: sounds/combat/werewolf_claw_02.wav
15:19:01
Resource
Loading: sounds/combat/werewolf_claw_03.wav
15:19:01
Resource
Loading: sounds/enemies/gruesome_feast_01.wav
15:19:01
Resource
Loading: sounds/enemies/gruesome_feast_03.wav
15:19:01
Resource
Loading: sounds/enemies/gruesome_feast_04.wav
15:19:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:01
SQ
defensive score: 0.0109714
15:19:01
SQ
defensive threshold: 2.34375
15:19:01
SQ
-> Behaviors to pick from:
Engage.Melee (89.375)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (89.375)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:01
SQ
-> Behavior picked: Engage.Melee (89.375)
15:19:01
SQ
* Ghoul: Engaging to melee range with Svein (not visible), accepted_distance=0
15:19:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:02
SQ
* Ghoul: Reached engage destination
15:19:02
SQ
defensive score: 0.0109714
15:19:02
SQ
defensive threshold: 2.34375
15:19:02
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:02
SQ
-> Behavior picked: Idle (1)
15:19:02
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:02
SQ
* ---------------------------------------------------
15:19:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:03
SQ
Turn started for Ghoul
15:19:03
SQ
*
15:19:03
SQ
* Ghoul: Starting turn.
15:19:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:03
SQ
defensive score: 0.0109714
15:19:03
SQ
defensive threshold: 2.34375
15:19:03
SQ
-> Behaviors to pick from:
Engage.Melee (55.8594)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (55.8594)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:03
SQ
-> Behavior picked: Engage.Melee (55.8594)
15:19:03
SQ
* Ghoul: Engaging to melee range with Svein (not visible), accepted_distance=0
15:19:04
Resource
Loading: music/undead_02.music
15:19:04
Resource
Unloading: music/worldmap_07.music
15:19:04
SQ
* Ghoul: Reached engage destination
15:19:04
SQ
defensive score: 0.0109714
15:19:04
SQ
defensive threshold: 2.34375
15:19:04
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:04
SQ
-> Behavior picked: Idle (1)
15:19:04
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:04
SQ
* ---------------------------------------------------
15:19:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:05
SQ
Turn started for Ghoul
15:19:05
SQ
*
15:19:05
SQ
* Ghoul: Starting turn.
15:19:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:05
SQ
defensive score: 0.0109714
15:19:05
SQ
defensive threshold: 2.34375
15:19:05
SQ
-> Behaviors to pick from:
Engage.Melee (50.7692)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (50.7692)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:05
SQ
-> Behavior picked: Engage.Melee (50.7692)
15:19:05
SQ
* Ghoul: Engaging to melee range with Svein (visible), accepted_distance=0
15:19:06
SQ
* Ghoul: Reached engage destination
15:19:06
SQ
defensive score: 0.0109714
15:19:06
SQ
defensive threshold: 2.34375
15:19:06
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:06
SQ
-> Behavior picked: Idle (1)
15:19:06
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:06
SQ
* ---------------------------------------------------
15:19:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:07
SQ
Turn started for Ghoul
15:19:07
SQ
*
15:19:07
SQ
* Ghoul: Starting turn.
15:19:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:07
SQ
defensive score: 0.0109714
15:19:07
SQ
defensive threshold: 2.34375
15:19:07
SQ
-> Behaviors to pick from:
Engage.Melee (112.292)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (112.292)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:07
SQ
-> Behavior picked: Engage.Melee (112.292)
15:19:07
SQ
* Ghoul: Engaging to melee range with Svein (not visible), accepted_distance=0
15:19:08
SQ
* Ghoul: Reached engage destination
15:19:08
SQ
defensive score: 0.0109714
15:19:08
SQ
defensive threshold: 2.34375
15:19:08
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:08
SQ
-> Behavior picked: Idle (1)
15:19:08
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:08
SQ
* ---------------------------------------------------
15:19:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:09
SQ
Turn started for Ghoul
15:19:09
SQ
*
15:19:09
SQ
* Ghoul: Starting turn.
15:19:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:09
SQ
defensive score: 0.0109714
15:19:09
SQ
defensive threshold: 2.34375
15:19:09
SQ
-> Behaviors to pick from:
Engage.Melee (44.3975)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (44.3975)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:09
SQ
-> Behavior picked: Engage.Melee (44.3975)
15:19:09
SQ
* Ghoul: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:19:10
SQ
* Ghoul: Reached engage destination
15:19:10
SQ
defensive score: 0.0109714
15:19:10
SQ
defensive threshold: 2.34375
15:19:10
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:10
SQ
-> Behavior picked: Idle (1)
15:19:10
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:10
SQ
* ---------------------------------------------------
15:19:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:11
SQ
Turn started for Ghoul
15:19:11
SQ
*
15:19:11
SQ
* Ghoul: Starting turn.
15:19:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:11
SQ
defensive score: 0.0109714
15:19:11
SQ
defensive threshold: 2.34375
15:19:11
SQ
-> Behaviors to pick from:
Engage.Melee (75.7576)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (75.7576)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:11
SQ
-> Behavior picked: Engage.Melee (75.7576)
15:19:11
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
15:19:12
SQ
* Ghoul: Reached engage destination
15:19:12
SQ
defensive score: 0.0109714
15:19:12
SQ
defensive threshold: 2.34375
15:19:12
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:12
SQ
-> Behavior picked: Idle (1)
15:19:12
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:19:12
SQ
* ---------------------------------------------------
15:19:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:13
SQ
Turn started for Ghoul
15:19:13
SQ
*
15:19:13
SQ
* Ghoul: Starting turn.
15:19:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:13
SQ
defensive score: 0.0109714
15:19:13
SQ
defensive threshold: 2.34375
15:19:13
SQ
-> Behaviors to pick from:
Engage.Melee (60.9091)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (60.9091)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:13
SQ
-> Behavior picked: Engage.Melee (60.9091)
15:19:13
SQ
* Ghoul: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:19:14
SQ
* Ghoul: Reached engage destination
15:19:14
SQ
defensive score: 0.0109714
15:19:14
SQ
defensive threshold: 2.34375
15:19:14
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:14
SQ
-> Behavior picked: Idle (1)
15:19:14
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:19:14
SQ
* ---------------------------------------------------
15:19:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:15
SQ
Turn started for Ghoul
15:19:15
SQ
*
15:19:15
SQ
* Ghoul: Starting turn.
15:19:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:15
SQ
defensive score: 0.0109714
15:19:15
SQ
defensive threshold: 2.34375
15:19:15
SQ
-> Behaviors to pick from:
Engage.Melee (56.2771)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (56.2771)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:15
SQ
-> Behavior picked: Engage.Melee (56.2771)
15:19:15
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:19:16
SQ
* Ghoul: Reached engage destination
15:19:16
SQ
defensive score: 0.0109714
15:19:16
SQ
defensive threshold: 2.34375
15:19:16
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:16
SQ
-> Behavior picked: Idle (1)
15:19:16
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:16
SQ
* ---------------------------------------------------
15:19:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:17
SQ
Turn started for Ghoul
15:19:17
SQ
*
15:19:17
SQ
* Ghoul: Starting turn.
15:19:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:17
SQ
defensive score: 0.0109714
15:19:17
SQ
defensive threshold: 2.34375
15:19:17
SQ
-> Behaviors to pick from:
Engage.Melee (46.123)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (46.123)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:17
SQ
-> Behavior picked: Engage.Melee (46.123)
15:19:17
SQ
* Ghoul: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:19:18
SQ
* Ghoul: Reached engage destination
15:19:18
SQ
defensive score: 0.0109714
15:19:18
SQ
defensive threshold: 2.34375
15:19:18
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:18
SQ
-> Behavior picked: Idle (1)
15:19:18
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:18
SQ
* ---------------------------------------------------
15:19:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:19
SQ
Turn started for Ghoul
15:19:19
SQ
*
15:19:19
SQ
* Ghoul: Starting turn.
15:19:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:19
SQ
defensive score: 0.0109714
15:19:19
SQ
defensive threshold: 2.34375
15:19:19
SQ
-> Behaviors to pick from:
Engage.Melee (84.0909)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (84.0909)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:19
SQ
-> Behavior picked: Engage.Melee (84.0909)
15:19:19
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
15:19:20
SQ
* Ghoul: Reached engage destination
15:19:20
SQ
defensive score: 0.0109714
15:19:20
SQ
defensive threshold: 2.34375
15:19:20
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:20
SQ
-> Behavior picked: Idle (1)
15:19:20
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:20
SQ
* ---------------------------------------------------
15:19:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:21
SQ
Turn started for Ghoul
15:19:21
SQ
*
15:19:21
SQ
* Ghoul: Starting turn.
15:19:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:21
SQ
defensive score: 0.0109714
15:19:21
SQ
defensive threshold: 2.34375
15:19:21
SQ
-> Behaviors to pick from:
Engage.Melee (54.4077)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (54.4077)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:21
SQ
-> Behavior picked: Engage.Melee (54.4077)
15:19:21
SQ
* Ghoul: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:19:22
SQ
* Ghoul: Reached engage destination
15:19:22
SQ
defensive score: 0.0109714
15:19:22
SQ
defensive threshold: 2.34375
15:19:22
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:22
SQ
-> Behavior picked: Idle (1)
15:19:22
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:22
SQ
* ---------------------------------------------------
15:19:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:23
SQ
Turn started for Ghoul
15:19:23
SQ
*
15:19:23
SQ
* Ghoul: Starting turn.
15:19:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:23
SQ
defensive score: 0.0109714
15:19:23
SQ
defensive threshold: 2.34375
15:19:23
SQ
-> Behaviors to pick from:
Engage.Melee (58.651)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (58.651)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:23
SQ
-> Behavior picked: Engage.Melee (58.651)
15:19:23
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:19:24
SQ
* Ghoul: Reached engage destination
15:19:24
SQ
defensive score: 0.0109714
15:19:24
SQ
defensive threshold: 2.34375
15:19:24
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:24
SQ
-> Behavior picked: Idle (1)
15:19:24
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:24
SQ
* ---------------------------------------------------
15:19:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:25
SQ
Turn started for Ghoul
15:19:25
SQ
*
15:19:25
SQ
* Ghoul: Starting turn.
15:19:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:25
SQ
defensive score: 0.0109714
15:19:25
SQ
defensive threshold: 2.34375
15:19:25
SQ
-> Behaviors to pick from:
Engage.Melee (58.8578)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (58.8578)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:25
SQ
-> Behavior picked: Engage.Melee (58.8578)
15:19:25
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:19:26
SQ
* Ghoul: Reached engage destination
15:19:26
SQ
defensive score: 0.0109714
15:19:26
SQ
defensive threshold: 2.34375
15:19:26
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:26
SQ
-> Behavior picked: Idle (1)
15:19:26
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:19:26
SQ
* ---------------------------------------------------
15:19:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:27
SQ
Turn started for Ghoul
15:19:27
SQ
*
15:19:27
SQ
* Ghoul: Starting turn.
15:19:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:27
SQ
defensive score: 0.0109714
15:19:27
SQ
defensive threshold: 2.34375
15:19:27
SQ
-> Behaviors to pick from:
Engage.Melee (259.091)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (259.091)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:27
SQ
-> Behavior picked: Engage.Melee (259.091)
15:19:27
SQ
* Ghoul: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:19:28
SQ
* Ghoul: Reached engage destination
15:19:28
SQ
defensive score: 0.0109714
15:19:28
SQ
defensive threshold: 2.34375
15:19:28
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:28
SQ
-> Behavior picked: Idle (1)
15:19:28
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:19:28
SQ
* ---------------------------------------------------
15:19:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:29
SQ
Turn started for Ghoul
15:19:29
SQ
*
15:19:29
SQ
* Ghoul: Starting turn.
15:19:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:29
SQ
defensive score: 0.0109714
15:19:29
SQ
defensive threshold: 2.34375
15:19:29
SQ
-> Behaviors to pick from:
Engage.Melee (125)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (125)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:29
SQ
-> Behavior picked: Engage.Melee (125)
15:19:29
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
15:19:30
SQ
* Ghoul: Reached engage destination
15:19:30
SQ
defensive score: 0.0109714
15:19:30
SQ
defensive threshold: 2.34375
15:19:30
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:30
SQ
-> Behavior picked: Idle (1)
15:19:30
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:19:30
SQ
* ---------------------------------------------------
15:19:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:19:31
SQ
Turn started for Ghoul
15:19:31
SQ
*
15:19:31
SQ
* Ghoul: Starting turn.
15:19:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:19:31
SQ
defensive score: 0.0109714
15:19:31
SQ
defensive threshold: 2.34375
15:19:31
SQ
-> Behaviors to pick from:
Engage.Melee (61.039)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Melee (61.039)(*), Idle (1), GruesomeFeast (0), Defend (0), Flee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
15:19:31
SQ
-> Behavior picked: Engage.Melee (61.039)
15:19:31
SQ
* Ghoul: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:19:32
SQ
* Ghoul: Reached engage destination
15:19:32
SQ
defensive score: 0.0109714
15:19:32
SQ
defensive threshold: 2.34375
15:19:32
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Defend (0), Roam (0), Engage.Melee (0)
15:19:32
SQ
-> Behavior picked: Idle (1)
15:19:33
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:19:33
SQ
* ---------------------------------------------------
15:19:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:19:33
SQ
Turn started for Ragnar the Blade
15:19:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:19:39
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:19:39
SQ
Ragnar the Blade uses skill Quick Shot
15:19:41
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:19:41
SQ
Ragnar the Blade uses skill Quick Shot
15:19:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:19:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:19:45
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Ghoul]
15:19:45
SQ
Thorismund Balduric uses skill Shoot Bolt
15:19:46
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:19:46
SQ
Thorismund Balduric uses skill Reload
15:19:46
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:19:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:19:47
SQ
Turn started for Svein
15:19:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:19:49
SQ
[Svein] executes skill [Spearwall] on target [Svein]
15:19:49
SQ
Svein uses skill Spearwall
15:19:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:19:52
SQ
Turn started for Gothart
15:19:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:19:59
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Ghoul]
15:19:59
SQ
Gothart uses skill Shoot Heavy Bolt
15:19:59
SQ
Ghoul has died.
15:20:01
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:20:01
SQ
Gothart uses skill Reload
15:20:01
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:20:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:20:01
SQ
Turn started for Bjarne
15:20:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:20:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:20:09
SQ
Turn started for Gunnar the Hound
15:20:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:20:11
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
15:20:11
SQ
Gunnar the Hound uses skill Spearwall
15:20:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:20:13
SQ
Turn started for Gerhard
15:20:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:20:14
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:20:14
SQ
Gerhard uses skill Spearwall
15:20:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:20:16
SQ
Turn started for Alantyr the Swift
15:20:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:20:19
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:20:19
SQ
Alantyr the Swift uses skill Quick Shot
15:20:19
SQ
Ghoul has died.
15:20:25
SQ
[Alantyr the Swift] executes skill [Perfect Focus] on target [Alantyr the Swift]
15:20:25
SQ
Alantyr the Swift uses skill Perfect Focus
15:20:27
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:20:27
SQ
Alantyr the Swift uses skill Quick Shot
15:20:27
SQ
Ghoul has died.
15:20:33
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:20:33
SQ
Alantyr the Swift uses skill Quick Shot
15:20:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:20:36
SQ
Turn started for Alfgeir
15:20:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:20:39
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
15:20:39
SQ
Alfgeir uses skill Spearwall
15:20:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:20:40
SQ
Turn started for Torleif
15:20:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:20:44
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:20:44
SQ
Torleif uses skill Quick Shot
15:20:44
SQ
Ghoul has died.
15:20:47
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:20:47
SQ
Torleif uses skill Quick Shot
15:20:50
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:20:50
SQ
Torleif uses skill Quick Shot
15:20:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:20:51
SQ
Turn started for Winrich
15:20:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:20:54
UI
equip item: 54455886
15:21:00
SQ
[Winrich] executes skill [Perfect Focus] on target [Winrich]
15:21:00
SQ
Winrich uses skill Perfect Focus
15:21:05
SQ
[Winrich] executes skill [Shoot Bolt] on target [Ghoul]
15:21:05
SQ
Winrich uses skill Shoot Bolt
15:21:06
SQ
[Winrich] executes skill [Reload] on target [Winrich]
15:21:06
SQ
Winrich uses skill Reload
15:21:08
SQ
[Winrich] executes skill [Shoot Bolt] on target [Ghoul]
15:21:08
SQ
Winrich uses skill Shoot Bolt
15:21:09
SQ
[Winrich] executes skill [Reload] on target [Winrich]
15:21:09
SQ
Winrich uses skill Reload
15:21:11
SQ
[Winrich] executes skill [Shoot Bolt] on target [Ghoul]
15:21:11
SQ
Winrich uses skill Shoot Bolt
15:21:22
SQ
ERROR: Not enough Action Points.
15:21:22
UI
equip item: 57362172
15:21:23
SQ
ERROR: Not enough Action Points.
15:21:23
UI
equip item: 57362172
15:21:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:21:27
SQ
Turn started for Palaemon the Oldguard
15:21:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:21:31
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
15:21:31
SQ
Palaemon the Oldguard uses skill Rally the Troops
15:21:31
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
15:21:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:31
SQ
Turn started for Wiederganger
15:21:31
SQ
*
15:21:31
SQ
* Wiederganger: Starting turn.
15:21:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:31
SQ
defensive score: 0.0155491
15:21:31
SQ
defensive threshold: 2.625
15:21:31
SQ
-> Behaviors to pick from:
Engage.Melee (990)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (990)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:31
SQ
-> Behavior picked: Engage.Melee (990)
15:21:31
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
15:21:32
SQ
* Wiederganger: Reached engage destination
15:21:32
SQ
defensive score: 0.0155491
15:21:32
SQ
defensive threshold: 2.625
15:21:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:32
SQ
-> Behavior picked: Idle (1)
15:21:32
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:21:32
SQ
* ---------------------------------------------------
15:21:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:33
SQ
Turn started for Wiederganger
15:21:33
SQ
*
15:21:33
SQ
* Wiederganger: Starting turn.
15:21:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:33
SQ
defensive score: 0.0155491
15:21:33
SQ
defensive threshold: 2.625
15:21:33
SQ
-> Behaviors to pick from:
Engage.Melee (531.667)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (531.667)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:33
SQ
-> Behavior picked: Engage.Melee (531.667)
15:21:33
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:21:34
SQ
* Wiederganger: Reached engage destination
15:21:34
SQ
defensive score: 0.0155491
15:21:34
SQ
defensive threshold: 2.625
15:21:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:34
SQ
-> Behavior picked: Idle (1)
15:21:34
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:21:34
SQ
* ---------------------------------------------------
15:21:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:34
SQ
Turn started for Wiederganger
15:21:34
SQ
*
15:21:34
SQ
* Wiederganger: Starting turn.
15:21:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:34
SQ
defensive score: 0.0155491
15:21:34
SQ
defensive threshold: 2.625
15:21:34
SQ
-> Behaviors to pick from:
Engage.Melee (1298)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1298)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:34
SQ
-> Behavior picked: Engage.Melee (1298)
15:21:34
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:21:36
SQ
* Wiederganger: Reached engage destination
15:21:36
SQ
defensive score: 0.0155491
15:21:36
SQ
defensive threshold: 2.625
15:21:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:36
SQ
-> Behavior picked: Idle (1)
15:21:36
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:21:36
SQ
* ---------------------------------------------------
15:21:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:36
SQ
Turn started for Wiederganger
15:21:36
SQ
*
15:21:36
SQ
* Wiederganger: Starting turn.
15:21:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:36
SQ
defensive score: 0.0155491
15:21:36
SQ
defensive threshold: 2.625
15:21:36
SQ
-> Behaviors to pick from:
Engage.Melee (342.222)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (342.222)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:36
SQ
-> Behavior picked: Engage.Melee (342.222)
15:21:36
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:21:37
SQ
* Wiederganger: Reached engage destination
15:21:37
SQ
defensive score: 0.0155491
15:21:37
SQ
defensive threshold: 2.625
15:21:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:37
SQ
-> Behavior picked: Idle (1)
15:21:37
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:21:37
SQ
* ---------------------------------------------------
15:21:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:38
SQ
Turn started for Wiederganger
15:21:38
SQ
*
15:21:38
SQ
* Wiederganger: Starting turn.
15:21:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:38
SQ
defensive score: 0.0155491
15:21:38
SQ
defensive threshold: 2.625
15:21:38
SQ
-> Behaviors to pick from:
Engage.Melee (1122)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1122)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:38
SQ
-> Behavior picked: Engage.Melee (1122)
15:21:38
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:21:39
SQ
* Wiederganger: Reached engage destination
15:21:39
SQ
defensive score: 0.0155491
15:21:39
SQ
defensive threshold: 2.625
15:21:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:39
SQ
-> Behavior picked: Idle (1)
15:21:39
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:21:39
SQ
* ---------------------------------------------------
15:21:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:39
SQ
Turn started for Wiederganger
15:21:39
SQ
*
15:21:39
SQ
* Wiederganger: Starting turn.
15:21:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:39
SQ
defensive score: 0.0155491
15:21:39
SQ
defensive threshold: 2.625
15:21:39
SQ
-> Behaviors to pick from:
Engage.Melee (1078)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1078)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:39
SQ
-> Behavior picked: Engage.Melee (1078)
15:21:39
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
15:21:39
SQ
* Wiederganger: Reached engage destination
15:21:39
SQ
defensive score: 0.0155491
15:21:39
SQ
defensive threshold: 2.625
15:21:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:39
SQ
-> Behavior picked: Idle (1)
15:21:39
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:21:39
SQ
* ---------------------------------------------------
15:21:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:40
SQ
Turn started for Wiederganger
15:21:40
SQ
*
15:21:40
SQ
* Wiederganger: Starting turn.
15:21:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:40
SQ
defensive score: 0.0155491
15:21:40
SQ
defensive threshold: 2.625
15:21:40
SQ
-> Behaviors to pick from:
Engage.Melee (858)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (858)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:40
SQ
-> Behavior picked: Engage.Melee (858)
15:21:40
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
15:21:40
SQ
* Wiederganger: Reached engage destination
15:21:40
SQ
defensive score: 0.0155491
15:21:40
SQ
defensive threshold: 2.625
15:21:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:40
SQ
-> Behavior picked: Idle (1)
15:21:40
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:21:40
SQ
* ---------------------------------------------------
15:21:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:40
SQ
Turn started for Wiederganger
15:21:40
SQ
*
15:21:40
SQ
* Wiederganger: Starting turn.
15:21:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:41
SQ
defensive score: 0.0155491
15:21:41
SQ
defensive threshold: 2.625
15:21:41
SQ
-> Behaviors to pick from:
Engage.Melee (1122)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1122)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:41
SQ
-> Behavior picked: Engage.Melee (1122)
15:21:41
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:21:41
SQ
* Wiederganger: Reached engage destination
15:21:41
SQ
defensive score: 0.0155491
15:21:41
SQ
defensive threshold: 2.625
15:21:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:41
SQ
-> Behavior picked: Idle (1)
15:21:41
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:21:41
SQ
* ---------------------------------------------------
15:21:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:21:41
SQ
Turn started for Wiederganger
15:21:41
SQ
*
15:21:41
SQ
* Wiederganger: Starting turn.
15:21:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:21:41
SQ
defensive score: 0.0155491
15:21:41
SQ
defensive threshold: 2.625
15:21:41
SQ
-> Behaviors to pick from:
Engage.Melee (1518)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1518)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:21:41
SQ
-> Behavior picked: Engage.Melee (1518)
15:21:41
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
15:21:42
SQ
* Wiederganger: Reached engage destination
15:21:42
SQ
defensive score: 0.0155491
15:21:42
SQ
defensive threshold: 2.625
15:21:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:21:42
SQ
-> Behavior picked: Idle (1)
15:21:42
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:21:42
SQ
* ---------------------------------------------------
15:21:42
SQ
INFO: Next round issued: 2
15:21:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:21:43
SQ
Turn started for Ghoul
15:21:43
SQ
*
15:21:43
SQ
* Ghoul: Starting turn.
15:21:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:21:43
SQ
defensive score: 0.0155491
15:21:43
SQ
defensive threshold: 2.625
15:21:43
SQ
-> Behaviors to pick from:
GruesomeFeast (427.778)(*), Engage.Melee (63.474), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (427.778)(*), Engage.Melee (63.474), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
15:21:43
SQ
-> Behavior picked: GruesomeFeast (427.778)
15:21:44
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:21:45
SQ
defensive score: 0.0155491
15:21:45
SQ
defensive threshold: 2.625
15:21:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:21:45
SQ
-> Behavior picked: Idle (1)
15:21:45
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:21:45
SQ
* ---------------------------------------------------
15:21:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:21:45
SQ
Turn started for Ragnar the Blade
15:21:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:21:49
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:21:49
SQ
Ragnar the Blade uses skill Quick Shot
15:21:49
SQ
Ghoul has died.
15:21:51
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:21:51
SQ
Ragnar the Blade uses skill Quick Shot
15:21:53
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:21:53
SQ
Ragnar the Blade uses skill Quick Shot
15:21:54
SQ
Ghoul has died.
15:21:54
SQ
Skill [Rallied] removed from [Ragnar the Blade].
15:21:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:21:54
SQ
Turn started for Ghoul
15:21:54
SQ
*
15:21:54
SQ
* Ghoul: Starting turn.
15:21:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:21:55
SQ
defensive score: 0.0189949
15:21:55
SQ
defensive threshold: 2.85
15:21:55
SQ
-> Behaviors to pick from:
GruesomeFeast (405.556)(*), Engage.Melee (36.8215), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (405.556)(*), Engage.Melee (36.8215), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
15:21:55
SQ
-> Behavior picked: GruesomeFeast (405.556)
15:21:55
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:21:56
SQ
* Ghoul: Using Gruesome Feast!
15:21:56
SQ
Ghoul uses skill Gruesome Feast
15:21:57
SQ
defensive score: 0.0189949
15:21:57
SQ
defensive threshold: 2.85
15:21:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:21:57
SQ
-> Behavior picked: Idle (1)
15:21:57
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:21:57
SQ
* ---------------------------------------------------
15:21:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:21:57
SQ
Turn started for Ghoul
15:21:57
SQ
*
15:21:57
SQ
* Ghoul: Starting turn.
15:21:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:21:58
SQ
defensive score: 0.0189949
15:21:58
SQ
defensive threshold: 2.85
15:21:58
SQ
-> Behaviors to pick from:
GruesomeFeast (405.556)(*), Engage.Melee (36.8215), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (405.556)(*), Engage.Melee (36.8215), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
15:21:58
SQ
-> Behavior picked: GruesomeFeast (405.556)
15:21:58
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:21:59
SQ
* Ghoul: Using Gruesome Feast!
15:21:59
SQ
Ghoul uses skill Gruesome Feast
15:22:00
SQ
defensive score: 0.0189949
15:22:00
SQ
defensive threshold: 2.85
15:22:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:22:00
SQ
-> Behavior picked: Idle (1)
15:22:00
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:22:00
SQ
* ---------------------------------------------------
15:22:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:22:01
SQ
Turn started for Ghoul
15:22:01
SQ
*
15:22:01
SQ
* Ghoul: Starting turn.
15:22:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:22:01
SQ
defensive score: 0.0189949
15:22:01
SQ
defensive threshold: 2.85
15:22:01
SQ
-> Behaviors to pick from:
GruesomeFeast (338.889)(*), Engage.Melee (35.9974), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (338.889)(*), Engage.Melee (35.9974), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
15:22:01
SQ
-> Behavior picked: GruesomeFeast (338.889)
15:22:01
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:22:02
SQ
defensive score: 0.0189949
15:22:02
SQ
defensive threshold: 2.85
15:22:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:22:02
SQ
-> Behavior picked: Idle (1)
15:22:02
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
15:22:02
SQ
* ---------------------------------------------------
15:22:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:22:03
SQ
Turn started for Ghoul
15:22:03
SQ
*
15:22:03
SQ
* Ghoul: Starting turn.
15:22:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:22:03
SQ
defensive score: 0.0189949
15:22:03
SQ
defensive threshold: 2.85
15:22:03
SQ
-> Behaviors to pick from:
GruesomeFeast (294.444)(*), Engage.Melee (37.3981), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (294.444)(*), Engage.Melee (37.3981), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
15:22:03
SQ
-> Behavior picked: GruesomeFeast (294.444)
15:22:04
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:22:04
SQ
* Ghoul: Using Gruesome Feast!
15:22:04
SQ
Ghoul uses skill Gruesome Feast
15:22:06
SQ
defensive score: 0.0189949
15:22:06
SQ
defensive threshold: 2.85
15:22:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:22:06
SQ
-> Behavior picked: Idle (1)
15:22:06
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:22:06
SQ
* ---------------------------------------------------
15:22:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:22:06
SQ
Turn started for Ghoul
15:22:06
SQ
*
15:22:06
SQ
* Ghoul: Starting turn.
15:22:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:22:06
SQ
defensive score: 0.0189949
15:22:06
SQ
defensive threshold: 2.85
15:22:06
SQ
-> Behaviors to pick from:
GruesomeFeast (294.444)(*), Engage.Melee (37.3981), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (294.444)(*), Engage.Melee (37.3981), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
15:22:06
SQ
-> Behavior picked: GruesomeFeast (294.444)
15:22:07
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:22:08
SQ
defensive score: 0.0189949
15:22:08
SQ
defensive threshold: 2.85
15:22:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:22:08
SQ
-> Behavior picked: Idle (1)
15:22:08
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
15:22:08
SQ
* ---------------------------------------------------
15:22:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:22:08
SQ
Turn started for Ghoul
15:22:08
SQ
*
15:22:08
SQ
* Ghoul: Starting turn.
15:22:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:22:08
SQ
defensive score: 0.0189949
15:22:08
SQ
defensive threshold: 2.85
15:22:09
SQ
-> Behaviors to pick from:
GruesomeFeast (272.222)(*), Engage.Melee (37.7824), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
GruesomeFeast (272.222)(*), Engage.Melee (37.7824), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0)
15:22:09
SQ
-> Behavior picked: GruesomeFeast (272.222)
15:22:09
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:22:10
SQ
defensive score: 0.0189949
15:22:10
SQ
defensive threshold: 2.85
15:22:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:22:10
SQ
-> Behavior picked: Idle (1)
15:22:10
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
15:22:10
SQ
* ---------------------------------------------------
15:22:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:22:10
SQ
Turn started for Ghoul
15:22:10
SQ
*
15:22:10
SQ
* Ghoul: Starting turn.
15:22:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:22:11
SQ
defensive score: 0.0189949
15:22:11
SQ
defensive threshold: 2.85
15:22:11
SQ
-> Behaviors to pick from:
Engage.Melee (79.4981)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (79.4981)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:22:11
SQ
-> Behavior picked: Engage.Melee (79.4981)
15:22:11
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:22:12
SQ
* Ghoul: Reached engage destination
15:22:12
SQ
defensive score: 0.0189949
15:22:12
SQ
defensive threshold: 2.85
15:22:12
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
15:22:12
SQ
-> Behavior picked: Idle (1)
15:22:12
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:22:12
SQ
* ---------------------------------------------------
15:22:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:22:12
SQ
Turn started for Ghoul
15:22:12
SQ
*
15:22:12
SQ
* Ghoul: Starting turn.
15:22:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:22:13
SQ
defensive score: 0.0189949
15:22:13
SQ
defensive threshold: 2.85
15:22:13
SQ
-> Behaviors to pick from:
Engage.Melee (70.0081)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (70.0081)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:22:13
SQ
-> Behavior picked: Engage.Melee (70.0081)
15:22:13
SQ
* Ghoul: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:22:14
SQ
* Ghoul: Reached engage destination
15:22:14
SQ
defensive score: 0.0189949
15:22:14
SQ
defensive threshold: 2.85
15:22:14
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Defend (0), Flee (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
15:22:14
SQ
-> Behavior picked: Idle (1)
15:22:15
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:22:15
SQ
* ---------------------------------------------------
15:22:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:22:15
SQ
Turn started for Ghoul
15:22:15
SQ
*
15:22:15
SQ
* Ghoul: Starting turn.
15:22:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:22:15
SQ
defensive score: 0.0189949
15:22:15
SQ
defensive threshold: 2.85
15:22:15
SQ
-> Behaviors to pick from:
Engage.Melee (40.7292)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
Engage.Melee (40.7292)(*), Idle (1), BreakFree (0), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), GruesomeFeast (0)
15:22:15
SQ
-> Behavior picked: Engage.Melee (40.7292)
15:22:16
SQ
* Ghoul: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:22:17
SQ
* Ghoul: Reached engage destination
15:22:18
SQ
defensive score: 0.0189949
15:22:18
SQ
defensive threshold: 2.85
15:22:18
SQ
-> Behaviors to pick from:
Engage.Melee (53.6932)(*), Idle (1), Attack.Default (0), Defend (0), BreakFree (0), Roam (0), Flee (0), GruesomeFeast (0), Retreat (0)
Engage.Melee (53.6932)(*), Idle (1), Attack.Default (0), Defend (0), BreakFree (0), Roam (0), Flee (0), GruesomeFeast (0), Retreat (0)
15:22:18
SQ
-> Behavior picked: Engage.Melee (53.6932)
15:22:18
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:22:19
SQ
* Ghoul: Reached engage destination
15:22:19
SQ
defensive score: 0.0179951
15:22:19
SQ
defensive threshold: 2.85
15:22:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Flee (0), BreakFree (0), Roam (0), GruesomeFeast (0), Defend (0), Retreat (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Flee (0), BreakFree (0), Roam (0), GruesomeFeast (0), Defend (0), Retreat (0), Engage.Melee (0)
15:22:19
SQ
-> Behavior picked: Idle (1)
15:22:19
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:22:19
SQ
* ---------------------------------------------------
15:22:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:22:19
SQ
Turn started for Thorismund Balduric
15:22:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:22:33
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Ghoul]
15:22:33
SQ
Thorismund Balduric uses skill Shoot Bolt
15:22:34
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:22:34
SQ
Thorismund Balduric uses skill Reload
15:22:34
SQ
Skill [Rallied] removed from [Thorismund Balduric].
15:22:34
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:22:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:22:34
SQ
Turn started for Svein
15:22:34
SQ
Skill [Spearwall] removed from [Svein].
15:22:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:22:37
SQ
[Svein] executes skill [Spearwall] on target [Svein]
15:22:37
SQ
Svein uses skill Spearwall
15:22:38
SQ
Skill [Rallied] removed from [Svein].
15:22:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:22:38
SQ
Turn started for Gothart
15:22:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:22:42
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Ghoul]
15:22:42
SQ
Gothart uses skill Shoot Heavy Bolt
15:22:43
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:22:43
SQ
Gothart uses skill Reload
15:22:43
SQ
Skill [Rallied] removed from [Gothart].
15:22:44
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:22:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:22:44
SQ
Turn started for Bjarne
15:22:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:22:54
SQ
Skill [Rallied] removed from [Bjarne].
15:22:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:22:55
SQ
Turn started for Gunnar the Hound
15:22:55
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
15:22:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:22:58
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Ghoul]
15:22:58
SQ
Gunnar the Hound uses skill Thrust
15:22:58
SQ
Ghoul has died.
15:22:59
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
15:22:59
SQ
Gunnar the Hound uses skill Spearwall
15:22:59
SQ
Skill [Rallied] removed from [Gunnar the Hound].
15:22:59
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
15:22:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:22:59
SQ
Turn started for Gerhard
15:22:59
SQ
Skill [Spearwall] removed from [Gerhard].
15:23:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:23:01
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:23:01
SQ
Gerhard uses skill Spearwall
15:23:03
SQ
Skill [Rallied] removed from [Gerhard].
15:23:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:23:04
SQ
Turn started for Alfgeir
15:23:04
SQ
Skill [Spearwall] removed from [Alfgeir].
15:23:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:23:05
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
15:23:05
SQ
Alfgeir uses skill Spearwall
15:23:07
SQ
Skill [Rallied] removed from [Alfgeir].
15:23:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:23:08
SQ
Turn started for Torleif
15:23:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:23:14
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:23:14
SQ
Torleif uses skill Quick Shot
15:23:16
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:23:16
SQ
Torleif uses skill Quick Shot
15:23:17
SQ
Skill [Rallied] removed from [Torleif].
15:23:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:17
SQ
Turn started for Wiederganger
15:23:17
SQ
*
15:23:17
SQ
* Wiederganger: Starting turn.
15:23:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:17
SQ
defensive score: 0.0164609
15:23:17
SQ
defensive threshold: 3
15:23:17
SQ
-> Behaviors to pick from:
Engage.Melee (355.405)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (355.405)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:17
SQ
-> Behavior picked: Engage.Melee (355.405)
15:23:18
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:23:19
SQ
* Wiederganger: Reached engage destination
15:23:19
SQ
defensive score: 0.0164609
15:23:19
SQ
defensive threshold: 3
15:23:19
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:19
SQ
-> Behavior picked: Idle (1)
15:23:19
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:23:19
SQ
* ---------------------------------------------------
15:23:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:19
SQ
Turn started for Wiederganger
15:23:19
SQ
*
15:23:19
SQ
* Wiederganger: Starting turn.
15:23:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:19
SQ
defensive score: 0.0164609
15:23:19
SQ
defensive threshold: 3
15:23:19
SQ
-> Behaviors to pick from:
Engage.Melee (306.519)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (306.519)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:19
SQ
-> Behavior picked: Engage.Melee (306.519)
15:23:20
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:23:21
SQ
* Wiederganger: Reached engage destination
15:23:21
SQ
defensive score: 0.0164609
15:23:21
SQ
defensive threshold: 3
15:23:21
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:21
SQ
-> Behavior picked: Idle (1)
15:23:21
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:23:21
SQ
* ---------------------------------------------------
15:23:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:21
SQ
Turn started for Wiederganger
15:23:21
SQ
*
15:23:21
SQ
* Wiederganger: Starting turn.
15:23:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:22
SQ
defensive score: 0.0164609
15:23:22
SQ
defensive threshold: 3
15:23:22
SQ
-> Behaviors to pick from:
Engage.Melee (288.42)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (288.42)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:22
SQ
-> Behavior picked: Engage.Melee (288.42)
15:23:22
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:23:23
SQ
* Wiederganger: Reached engage destination
15:23:23
SQ
defensive score: 0.0164609
15:23:23
SQ
defensive threshold: 3
15:23:23
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:23
SQ
-> Behavior picked: Idle (1)
15:23:23
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:23:23
SQ
* ---------------------------------------------------
15:23:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:24
SQ
Turn started for Wiederganger
15:23:24
SQ
*
15:23:24
SQ
* Wiederganger: Starting turn.
15:23:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:24
SQ
defensive score: 0.0164609
15:23:24
SQ
defensive threshold: 3
15:23:24
SQ
-> Behaviors to pick from:
Engage.Melee (263.542)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (263.542)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:24
SQ
-> Behavior picked: Engage.Melee (263.542)
15:23:24
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:23:25
SQ
* Wiederganger: Reached engage destination
15:23:27
SQ
defensive score: 0.0164609
15:23:27
SQ
defensive threshold: 3
15:23:27
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:27
SQ
-> Behavior picked: Idle (1)
15:23:27
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:23:27
SQ
* ---------------------------------------------------
15:23:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:27
SQ
Turn started for Wiederganger
15:23:27
SQ
*
15:23:27
SQ
* Wiederganger: Starting turn.
15:23:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:28
SQ
defensive score: 0.0164609
15:23:28
SQ
defensive threshold: 3
15:23:28
SQ
-> Behaviors to pick from:
Engage.Melee (328.9)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (328.9)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:28
SQ
-> Behavior picked: Engage.Melee (328.9)
15:23:28
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:23:29
SQ
* Wiederganger: Reached engage destination
15:23:29
SQ
defensive score: 0.0164609
15:23:29
SQ
defensive threshold: 3
15:23:29
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:29
SQ
-> Behavior picked: Idle (1)
15:23:29
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:23:29
SQ
* ---------------------------------------------------
15:23:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:30
SQ
Turn started for Wiederganger
15:23:30
SQ
*
15:23:30
SQ
* Wiederganger: Starting turn.
15:23:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:30
SQ
defensive score: 0.0164609
15:23:30
SQ
defensive threshold: 3
15:23:30
SQ
-> Behaviors to pick from:
Engage.Melee (359.26)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (359.26)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:30
SQ
-> Behavior picked: Engage.Melee (359.26)
15:23:30
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:23:31
SQ
* Wiederganger: Reached engage destination
15:23:31
SQ
defensive score: 0.0164609
15:23:31
SQ
defensive threshold: 3
15:23:31
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:31
SQ
-> Behavior picked: Idle (1)
15:23:31
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:23:31
SQ
* ---------------------------------------------------
15:23:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:31
SQ
Turn started for Wiederganger
15:23:31
SQ
*
15:23:31
SQ
* Wiederganger: Starting turn.
15:23:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:32
SQ
defensive score: 0.0164609
15:23:32
SQ
defensive threshold: 3
15:23:32
SQ
-> Behaviors to pick from:
Engage.Melee (527.083)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (527.083)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:32
SQ
-> Behavior picked: Engage.Melee (527.083)
15:23:32
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:23:33
SQ
* Wiederganger: Reached engage destination
15:23:33
SQ
defensive score: 0.0164609
15:23:33
SQ
defensive threshold: 3
15:23:33
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:33
SQ
-> Behavior picked: Idle (1)
15:23:33
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:23:33
SQ
* ---------------------------------------------------
15:23:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:33
SQ
Turn started for Wiederganger
15:23:33
SQ
*
15:23:33
SQ
* Wiederganger: Starting turn.
15:23:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:33
SQ
defensive score: 0.0164609
15:23:33
SQ
defensive threshold: 3
15:23:34
SQ
-> Behaviors to pick from:
Engage.Melee (351.389)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (351.389)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:34
SQ
-> Behavior picked: Engage.Melee (351.389)
15:23:34
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
15:23:35
SQ
* Wiederganger: Reached engage destination
15:23:35
SQ
defensive score: 0.0164609
15:23:35
SQ
defensive threshold: 3
15:23:35
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:35
SQ
-> Behavior picked: Idle (1)
15:23:35
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:23:35
SQ
* ---------------------------------------------------
15:23:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:23:35
SQ
Turn started for Alantyr the Swift
15:23:35
SQ
Skill [Perfect Focus] removed from [Alantyr the Swift].
15:23:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:23:42
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:23:42
SQ
Alantyr the Swift uses skill Quick Shot
15:23:42
SQ
Ghoul has died.
15:23:46
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:23:46
SQ
Alantyr the Swift uses skill Quick Shot
15:23:48
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:23:48
SQ
Alantyr the Swift uses skill Quick Shot
15:23:48
SQ
Skill [Rallied] removed from [Alantyr the Swift].
15:23:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:23:49
SQ
Turn started for Wiederganger
15:23:49
SQ
*
15:23:49
SQ
* Wiederganger: Starting turn.
15:23:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:23:49
SQ
defensive score: 0.0184544
15:23:49
SQ
defensive threshold: 3.1875
15:23:49
SQ
-> Behaviors to pick from:
Engage.Melee (495.458)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (495.458)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:23:49
SQ
-> Behavior picked: Engage.Melee (495.458)
15:23:50
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:23:51
SQ
* Wiederganger: Reached engage destination
15:23:52
SQ
defensive score: 0.0184544
15:23:52
SQ
defensive threshold: 3.1875
15:23:52
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:23:52
SQ
-> Behavior picked: Idle (1)
15:23:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:23:52
SQ
* ---------------------------------------------------
15:23:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:23:52
SQ
Turn started for Winrich
15:23:52
SQ
Skill [Perfect Focus] removed from [Winrich].
15:23:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:23:58
SQ
[Winrich] executes skill [Reload] on target [Winrich]
15:23:58
SQ
Winrich uses skill Reload
15:24:02
SQ
[Winrich] executes skill [Shoot Bolt] on target [Ghoul]
15:24:02
SQ
Winrich uses skill Shoot Bolt
15:24:03
SQ
Skill [Rallied] removed from [Winrich].
15:24:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:24:03
SQ
Turn started for Palaemon the Oldguard
15:24:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:24:06
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
15:24:06
SQ
Palaemon the Oldguard uses skill Rally the Troops
15:24:06
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
15:24:06
SQ
INFO: Next round issued: 3
15:24:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:24:07
SQ
Turn started for Ghoul
15:24:07
SQ
*
15:24:07
SQ
* Ghoul: Starting turn.
15:24:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:24:07
SQ
defensive score: 0.0184544
15:24:07
SQ
defensive threshold: 3.1875
15:24:07
SQ
-> Behaviors to pick from:
Engage.Melee (35.9848)(*), Idle (1), GruesomeFeast (0), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
Engage.Melee (35.9848)(*), Idle (1), GruesomeFeast (0), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
15:24:07
SQ
-> Behavior picked: Engage.Melee (35.9848)
15:24:08
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:24:09
SQ
* Ghoul: Reached engage destination
15:24:11
SQ
defensive score: 0.0184544
15:24:11
SQ
defensive threshold: 3.1875
15:24:11
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Flee (0), BreakFree (0), Roam (0), Retreat (0), Defend (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Flee (0), BreakFree (0), Roam (0), Retreat (0), Defend (0), Attack.Default (0), Engage.Melee (0)
15:24:11
SQ
-> Behavior picked: Idle (1)
15:24:11
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:24:11
SQ
* ---------------------------------------------------
15:24:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:24:11
SQ
Turn started for Ghoul
15:24:11
SQ
*
15:24:11
SQ
* Ghoul: Starting turn.
15:24:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:24:11
SQ
defensive score: 0.0184544
15:24:11
SQ
defensive threshold: 3.1875
15:24:11
SQ
-> Behaviors to pick from:
Engage.Melee (53.0414)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), GruesomeFeast (0), Attack.Default (0), BreakFree (0)
Engage.Melee (53.0414)(*), Idle (1), Defend (0), Flee (0), Roam (0), Retreat (0), GruesomeFeast (0), Attack.Default (0), BreakFree (0)
15:24:11
SQ
-> Behavior picked: Engage.Melee (53.0414)
15:24:12
SQ
* Ghoul: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:24:12
SQ
* Ghoul: Reached engage destination
15:24:14
SQ
defensive score: 0.0184544
15:24:14
SQ
defensive threshold: 3.1875
15:24:14
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), Retreat (0), Defend (0), GruesomeFeast (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Flee (9000)(*), Idle (1), Roam (0), Retreat (0), Defend (0), GruesomeFeast (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:24:14
SQ
-> Behavior picked: Flee (9000)
15:24:14
SQ
* Ghoul: Fleeing.
15:24:15
SQ
defensive score: 0.0184544
15:24:15
SQ
defensive threshold: 3.1875
15:24:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), Defend (0), GruesomeFeast (0), BreakFree (0), Retreat (0), Engage.Melee (0), Flee (0)
Idle (1)(*), Roam (0), Attack.Default (0), Defend (0), GruesomeFeast (0), BreakFree (0), Retreat (0), Engage.Melee (0), Flee (0)
15:24:15
SQ
-> Behavior picked: Idle (1)
15:24:15
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:24:15
SQ
* ---------------------------------------------------
15:24:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:24:16
SQ
Turn started for Ghoul
15:24:16
SQ
*
15:24:16
SQ
* Ghoul: Starting turn.
15:24:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:24:16
SQ
defensive score: 0.0184544
15:24:16
SQ
defensive threshold: 3.1875
15:24:16
SQ
-> Behaviors to pick from:
GruesomeFeast (500)(*), Engage.Melee (34.8485), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
GruesomeFeast (500)(*), Engage.Melee (34.8485), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
15:24:16
SQ
-> Behavior picked: GruesomeFeast (500)
15:24:16
SQ
* Ghoul: Using Gruesome Feast!
15:24:16
SQ
Ghoul uses skill Gruesome Feast
15:24:18
SQ
defensive score: 0.0184544
15:24:18
SQ
defensive threshold: 3.1875
15:24:18
SQ
-> Behaviors to pick from:
Engage.Melee (65.3409)(*), Idle (1), BreakFree (0), Roam (0), Flee (0), Retreat (0), Defend (0), Attack.Default (0), GruesomeFeast (0)
Engage.Melee (65.3409)(*), Idle (1), BreakFree (0), Roam (0), Flee (0), Retreat (0), Defend (0), Attack.Default (0), GruesomeFeast (0)
15:24:18
SQ
-> Behavior picked: Engage.Melee (65.3409)
15:24:18
SQ
* Ghoul: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:24:19
SQ
* Ghoul: Reached engage destination
15:24:19
SQ
defensive score: 0.0184544
15:24:19
SQ
defensive threshold: 3.1875
15:24:19
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend (0), Flee (0), Retreat (0), Attack.Default (0), Roam (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Defend (0), Flee (0), Retreat (0), Attack.Default (0), Roam (0), GruesomeFeast (0), Engage.Melee (0)
15:24:19
SQ
-> Behavior picked: Idle (1)
15:24:19
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:24:19
SQ
* ---------------------------------------------------
15:24:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:24:19
SQ
Turn started for Ghoul
15:24:19
SQ
*
15:24:19
SQ
* Ghoul: Starting turn.
15:24:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:24:19
SQ
defensive score: 0.0184544
15:24:19
SQ
defensive threshold: 3.1875
15:24:19
SQ
-> Behaviors to pick from:
GruesomeFeast (500)(*), Engage.Melee (33.857), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
GruesomeFeast (500)(*), Engage.Melee (33.857), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
15:24:19
SQ
-> Behavior picked: GruesomeFeast (500)
15:24:20
SQ
* Ghoul: Using Gruesome Feast!
15:24:20
SQ
Ghoul uses skill Gruesome Feast
15:24:21
SQ
defensive score: 0.0184544
15:24:21
SQ
defensive threshold: 3.1875
15:24:21
SQ
-> Behaviors to pick from:
Engage.Melee (56.8182)(*), Idle (1), BreakFree (0), Roam (0), Flee (0), Retreat (0), Defend (0), Attack.Default (0), GruesomeFeast (0)
Engage.Melee (56.8182)(*), Idle (1), BreakFree (0), Roam (0), Flee (0), Retreat (0), Defend (0), Attack.Default (0), GruesomeFeast (0)
15:24:21
SQ
-> Behavior picked: Engage.Melee (56.8182)
15:24:21
SQ
* Ghoul: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:24:22
SQ
* Ghoul: Reached engage destination
15:24:22
SQ
defensive score: 0.0184544
15:24:22
SQ
defensive threshold: 3.1875
15:24:22
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend (0), Flee (0), Retreat (0), Attack.Default (0), Roam (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Defend (0), Flee (0), Retreat (0), Attack.Default (0), Roam (0), GruesomeFeast (0), Engage.Melee (0)
15:24:22
SQ
-> Behavior picked: Idle (1)
15:24:22
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:24:22
SQ
* ---------------------------------------------------
15:24:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:24:22
SQ
Turn started for Ragnar the Blade
15:24:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:24:25
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:24:25
SQ
Ragnar the Blade uses skill Quick Shot
15:24:28
Resource
Loading: music/undead_01.music
15:24:28
Resource
Unloading: music/undead_02.music
15:24:29
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:24:29
SQ
Ragnar the Blade uses skill Quick Shot
15:24:30
SQ
Skill [Rallied] removed from [Ragnar the Blade].
15:24:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:24:30
SQ
Turn started for Ghoul
15:24:30
SQ
*
15:24:30
SQ
* Ghoul: Starting turn.
15:24:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:24:30
SQ
defensive score: 0.0184544
15:24:30
SQ
defensive threshold: 3.1875
15:24:30
SQ
-> Behaviors to pick from:
GruesomeFeast (821.429)(*), Engage.Melee (35.2273), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
GruesomeFeast (821.429)(*), Engage.Melee (35.2273), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
15:24:30
SQ
-> Behavior picked: GruesomeFeast (821.429)
15:24:31
SQ
* Ghoul: Using Gruesome Feast!
15:24:31
SQ
Ghoul uses skill Gruesome Feast
15:24:32
SQ
defensive score: 0.0184544
15:24:32
SQ
defensive threshold: 3.1875
15:24:32
SQ
-> Behaviors to pick from:
Engage.Melee (66)(*), Idle (1), BreakFree (0), Roam (0), Flee (0), Retreat (0), Defend (0), Attack.Default (0), GruesomeFeast (0)
Engage.Melee (66)(*), Idle (1), BreakFree (0), Roam (0), Flee (0), Retreat (0), Defend (0), Attack.Default (0), GruesomeFeast (0)
15:24:32
SQ
-> Behavior picked: Engage.Melee (66)
15:24:32
SQ
* Ghoul: Engaging to melee range with Svein (visible), accepted_distance=0
15:24:33
SQ
* Ghoul: Reached engage destination
15:24:33
SQ
defensive score: 0.0184544
15:24:33
SQ
defensive threshold: 3.1875
15:24:33
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend (0), Flee (0), Retreat (0), Attack.Default (0), Roam (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Defend (0), Flee (0), Retreat (0), Attack.Default (0), Roam (0), GruesomeFeast (0), Engage.Melee (0)
15:24:33
SQ
-> Behavior picked: Idle (1)
15:24:33
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:24:33
SQ
* ---------------------------------------------------
15:24:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:24:33
SQ
Turn started for Thorismund Balduric
15:24:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:24:36
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Ghoul]
15:24:36
SQ
Thorismund Balduric uses skill Shoot Bolt
15:24:36
SQ
Ghoul has died.
15:24:37
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:24:37
SQ
Thorismund Balduric uses skill Reload
15:24:37
SQ
Skill [Rallied] removed from [Thorismund Balduric].
15:24:37
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:24:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:24:38
SQ
Turn started for Ghoul
15:24:38
SQ
*
15:24:38
SQ
* Ghoul: Starting turn.
15:24:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:24:38
SQ
defensive score: 0.0208333
15:24:38
SQ
defensive threshold: 3.42857
15:24:38
SQ
-> Behaviors to pick from:
GruesomeFeast (500)(*), Engage.Melee (35.2273), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
GruesomeFeast (500)(*), Engage.Melee (35.2273), Idle (1), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
15:24:38
SQ
-> Behavior picked: GruesomeFeast (500)
15:24:39
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:24:39
SQ
defensive score: 0.0208333
15:24:39
SQ
defensive threshold: 3.42857
15:24:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend (0), BreakFree (0), Engage.Melee (0), Flee (0), Retreat (0), Attack.Default (0), GruesomeFeast (0)
Idle (1)(*), Roam (0), Defend (0), BreakFree (0), Engage.Melee (0), Flee (0), Retreat (0), Attack.Default (0), GruesomeFeast (0)
15:24:39
SQ
-> Behavior picked: Idle (1)
15:24:39
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
15:24:39
SQ
* ---------------------------------------------------
15:24:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:24:40
SQ
Turn started for Ghoul
15:24:40
SQ
*
15:24:40
SQ
* Ghoul: Starting turn.
15:24:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:24:40
SQ
defensive score: 0.0208333
15:24:40
SQ
defensive threshold: 3.42857
15:24:40
SQ
-> Behaviors to pick from:
Engage.Melee (33.857)(*), Idle (1), GruesomeFeast (0), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
Engage.Melee (33.857)(*), Idle (1), GruesomeFeast (0), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
15:24:40
SQ
-> Behavior picked: Engage.Melee (33.857)
15:24:40
SQ
* Ghoul: Engaging to melee range with Winrich (visible), accepted_distance=0
15:24:42
SQ
* Ghoul: Reached engage destination
15:24:42
SQ
defensive score: 0.0195313
15:24:42
SQ
defensive threshold: 3.42857
15:24:42
SQ
-> Behaviors to pick from:
Idle (1)(*), GruesomeFeast (0), Flee (0), BreakFree (0), Roam (0), Retreat (0), Defend (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), GruesomeFeast (0), Flee (0), BreakFree (0), Roam (0), Retreat (0), Defend (0), Attack.Default (0), Engage.Melee (0)
15:24:42
SQ
-> Behavior picked: Idle (1)
15:24:42
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:24:42
SQ
* ---------------------------------------------------
15:24:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:24:42
SQ
Turn started for Svein
15:24:42
SQ
Skill [Spearwall] removed from [Svein].
15:24:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:24:44
SQ
[Svein] executes skill [Spearwall] on target [Svein]
15:24:44
SQ
Svein uses skill Spearwall
15:24:45
SQ
Skill [Rallied] removed from [Svein].
15:24:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:24:45
SQ
Turn started for Ghoul
15:24:46
SQ
*
15:24:46
SQ
* Ghoul: Starting turn.
15:24:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:24:46
SQ
defensive score: 0.0195313
15:24:46
SQ
defensive threshold: 3.42857
15:24:46
SQ
-> Behaviors to pick from:
Engage.Melee (83.3333)(*), Idle (1), GruesomeFeast (0), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
Engage.Melee (83.3333)(*), Idle (1), GruesomeFeast (0), Defend (0), BreakFree (0), Roam (0), Flee (0), Retreat (0), Attack.Default (0)
15:24:46
SQ
-> Behavior picked: Engage.Melee (83.3333)
15:24:46
SQ
* Ghoul: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:24:47
SQ
* Ghoul: Reached engage destination
15:24:47
SQ
-> Behaviors to pick from:
Attack.Default (13)(*), Idle (1), BreakFree (0), Roam (0), GruesomeFeast (0), Flee (0), Retreat (0), Defend (0), Engage.Melee (0)
Attack.Default (13)(*), Idle (1), BreakFree (0), Roam (0), GruesomeFeast (0), Flee (0), Retreat (0), Defend (0), Engage.Melee (0)
15:24:47
SQ
-> Behavior picked: Attack.Default (13)
15:24:48
SQ
* Ghoul: Using Ghoul Claws against Palaemon the Oldguard!
15:24:48
SQ
Ghoul uses skill Ghoul Claws
15:24:48
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), GruesomeFeast (0), Flee (0), Defend (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Retreat (0), GruesomeFeast (0), Flee (0), Defend (0), Roam (0), Engage.Melee (0), Attack.Default (0)
15:24:48
SQ
-> Behavior picked: Idle (1)
15:24:49
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:24:49
SQ
* ---------------------------------------------------
15:24:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:24:49
SQ
Turn started for Gothart
15:24:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:24:51
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Ghoul]
15:24:51
SQ
Gothart uses skill Shoot Heavy Bolt
15:24:53
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:24:53
SQ
Gothart uses skill Reload
15:24:53
SQ
Skill [Rallied] removed from [Gothart].
15:24:53
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:24:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:24:53
SQ
Turn started for Bjarne
15:24:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:24:56
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
15:24:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:24:57
SQ
Turn started for Gunnar the Hound
15:24:57
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
15:24:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:25:00
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Ghoul]
15:25:00
SQ
Gunnar the Hound uses skill Thrust
15:25:00
SQ
Ghoul has died.
15:25:04
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Ghoul]
15:25:04
SQ
Gunnar the Hound uses skill Thrust
15:25:04
SQ
Skill [Rallied] removed from [Gunnar the Hound].
15:25:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:25:04
SQ
Turn started for Gerhard
15:25:04
SQ
Skill [Spearwall] removed from [Gerhard].
15:25:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:25:07
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:25:07
SQ
Gerhard uses skill Spearwall
15:25:08
SQ
Skill [Rallied] removed from [Gerhard].
15:25:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:25:09
SQ
Turn started for Alfgeir
15:25:09
SQ
Skill [Spearwall] removed from [Alfgeir].
15:25:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:25:10
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
15:25:10
SQ
Alfgeir uses skill Spearwall
15:25:11
SQ
Skill [Rallied] removed from [Alfgeir].
15:25:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:25:12
SQ
Turn started for Torleif
15:25:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:25:14
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:25:14
SQ
Torleif uses skill Quick Shot
15:25:14
SQ
Ghoul has died.
15:25:20
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:25:20
SQ
Torleif uses skill Quick Shot
15:25:22
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:25:22
SQ
Torleif uses skill Quick Shot
15:25:22
SQ
Skill [Rallied] removed from [Torleif].
15:25:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:25:23
SQ
Turn started for Winrich
15:25:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:25:30
SQ
Skill [Reload] removed from [Winrich].
15:25:30
UI
equip item: 57362172
15:25:33
SQ
[Winrich] executes skill [Slash] on target [Ghoul]
15:25:33
SQ
Winrich uses skill Slash
15:25:33
SQ
Ghoul has died.
15:25:38
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
15:25:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:25:38
SQ
Turn started for Wiederganger
15:25:38
SQ
*
15:25:38
SQ
* Wiederganger: Starting turn.
15:25:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:25:38
SQ
defensive score: 0.0315582
15:25:38
SQ
defensive threshold: 4.875
15:25:38
SQ
-> Behaviors to pick from:
Engage.Melee (350.625)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (350.625)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:25:38
SQ
-> Behavior picked: Engage.Melee (350.625)
15:25:39
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:25:40
SQ
* Wiederganger: Reached engage destination
15:25:41
SQ
defensive score: 0.0315582
15:25:41
SQ
defensive threshold: 4.875
15:25:41
SQ
-> Behaviors to pick from:
Engage.Melee (363)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (363)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:25:41
SQ
-> Behavior picked: Engage.Melee (363)
15:25:41
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:25:42
SQ
* Wiederganger: Reached engage destination
15:25:42
SQ
defensive score: 0.0315582
15:25:42
SQ
defensive threshold: 4.875
15:25:42
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:25:42
SQ
-> Behavior picked: Idle (1)
15:25:42
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:25:42
SQ
* ---------------------------------------------------
15:25:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:25:42
SQ
Turn started for Wiederganger
15:25:42
SQ
*
15:25:42
SQ
* Wiederganger: Starting turn.
15:25:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:25:43
SQ
defensive score: 0.0315582
15:25:43
SQ
defensive threshold: 4.875
15:25:43
SQ
-> Behaviors to pick from:
Engage.Melee (350.625)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (350.625)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:25:43
SQ
-> Behavior picked: Engage.Melee (350.625)
15:25:43
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:25:44
SQ
* Wiederganger: Reached engage destination
15:25:45
SQ
defensive score: 0.0315582
15:25:45
SQ
defensive threshold: 4.875
15:25:45
SQ
-> Behaviors to pick from:
Engage.Melee (350.625)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (350.625)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:25:45
SQ
-> Behavior picked: Engage.Melee (350.625)
15:25:45
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:25:46
SQ
* Wiederganger: Reached engage destination
15:25:47
SQ
defensive score: 0.0315582
15:25:47
SQ
defensive threshold: 4.875
15:25:47
SQ
-> Behaviors to pick from:
Engage.Melee (350.625)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (350.625)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:25:47
SQ
-> Behavior picked: Engage.Melee (350.625)
15:25:47
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:25:48
SQ
* Wiederganger: Reached engage destination
15:25:49
SQ
defensive score: 0.0315582
15:25:49
SQ
defensive threshold: 4.875
15:25:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:25:49
SQ
-> Behavior picked: Idle (1)
15:25:49
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:25:49
SQ
* ---------------------------------------------------
15:25:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:25:50
SQ
Turn started for Wiederganger
15:25:50
SQ
*
15:25:50
SQ
* Wiederganger: Starting turn.
15:25:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:25:50
SQ
defensive score: 0.0315582
15:25:50
SQ
defensive threshold: 4.875
15:25:50
SQ
-> Behaviors to pick from:
Engage.Melee (373.043)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (373.043)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:25:50
SQ
-> Behavior picked: Engage.Melee (373.043)
15:25:51
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:25:51
SQ
* Wiederganger: Reached engage destination
15:25:53
SQ
defensive score: 0.0315582
15:25:53
SQ
defensive threshold: 4.875
15:25:53
SQ
-> Behaviors to pick from:
Engage.Melee (380.217)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (380.217)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:25:53
SQ
-> Behavior picked: Engage.Melee (380.217)
15:25:53
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:25:53
SQ
* Wiederganger: Reached engage destination
15:25:55
SQ
defensive score: 0.0315582
15:25:55
SQ
defensive threshold: 4.875
15:25:55
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:25:55
SQ
-> Behavior picked: Idle (1)
15:25:55
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:25:55
SQ
* ---------------------------------------------------
15:25:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:25:55
SQ
Turn started for Wiederganger
15:25:55
SQ
*
15:25:55
SQ
* Wiederganger: Starting turn.
15:25:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:25:56
SQ
defensive score: 0.0315582
15:25:56
SQ
defensive threshold: 4.875
15:25:56
SQ
-> Behaviors to pick from:
Engage.Melee (330)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (330)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:25:56
SQ
-> Behavior picked: Engage.Melee (330)
15:25:56
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:25:57
SQ
* Wiederganger: Reached engage destination
15:25:58
SQ
defensive score: 0.0315582
15:25:58
SQ
defensive threshold: 4.875
15:25:58
SQ
-> Behaviors to pick from:
Engage.Melee (330)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (330)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:25:58
SQ
-> Behavior picked: Engage.Melee (330)
15:25:58
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:25:59
SQ
* Wiederganger: Reached engage destination
15:26:00
SQ
defensive score: 0.0315582
15:26:00
SQ
defensive threshold: 4.875
15:26:00
SQ
-> Behaviors to pick from:
Engage.Melee (330)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (330)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:26:00
SQ
-> Behavior picked: Engage.Melee (330)
15:26:00
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:26:01
SQ
* Wiederganger: Reached engage destination
15:26:02
SQ
defensive score: 0.0315582
15:26:02
SQ
defensive threshold: 4.875
15:26:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:26:02
SQ
-> Behavior picked: Idle (1)
15:26:02
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:26:02
SQ
* ---------------------------------------------------
15:26:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:26:03
SQ
Turn started for Wiederganger
15:26:03
SQ
*
15:26:03
SQ
* Wiederganger: Starting turn.
15:26:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:26:03
SQ
defensive score: 0.0315582
15:26:03
SQ
defensive threshold: 4.875
15:26:03
SQ
-> Behaviors to pick from:
Engage.Melee (380.217)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (380.217)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:26:03
SQ
-> Behavior picked: Engage.Melee (380.217)
15:26:03
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:26:04
SQ
* Wiederganger: Reached engage destination
15:26:06
SQ
defensive score: 0.0315582
15:26:06
SQ
defensive threshold: 4.875
15:26:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:26:06
SQ
-> Behavior picked: Idle (1)
15:26:06
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:26:06
SQ
* ---------------------------------------------------
15:26:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:26:06
SQ
Turn started for Alantyr the Swift
15:26:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:26:16
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:26:16
SQ
Alantyr the Swift uses skill Quick Shot
15:26:18
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:26:18
SQ
Alantyr the Swift uses skill Quick Shot
15:26:18
SQ
Ghoul has died.
15:26:21
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Ghoul]
15:26:21
SQ
Alantyr the Swift uses skill Quick Shot
15:26:21
SQ
Skill [Rallied] removed from [Alantyr the Swift].
15:26:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:26:22
SQ
Turn started for Wiederganger
15:26:22
SQ
*
15:26:22
SQ
* Wiederganger: Starting turn.
15:26:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:26:22
SQ
defensive score: 0.037037
15:26:22
SQ
defensive threshold: 6
15:26:22
SQ
-> Behaviors to pick from:
Engage.Melee (436.765)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (436.765)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:26:22
SQ
-> Behavior picked: Engage.Melee (436.765)
15:26:22
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:26:23
SQ
* Wiederganger: Reached engage destination
15:26:23
SQ
defensive score: 0.0339506
15:26:23
SQ
defensive threshold: 6
15:26:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:26:23
SQ
-> Behavior picked: Idle (1)
15:26:23
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:26:23
SQ
* ---------------------------------------------------
15:26:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:26:24
SQ
Turn started for Wiederganger
15:26:24
SQ
*
15:26:24
SQ
* Wiederganger: Starting turn.
15:26:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:26:24
SQ
defensive score: 0.0339506
15:26:24
SQ
defensive threshold: 6
15:26:24
SQ
-> Behaviors to pick from:
Engage.Melee (350)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (350)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:26:24
SQ
-> Behavior picked: Engage.Melee (350)
15:26:25
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:26:26
SQ
* Wiederganger: Reached engage destination
15:26:26
SQ
defensive score: 0.0339506
15:26:26
SQ
defensive threshold: 6
15:26:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:26:26
SQ
-> Behavior picked: Idle (1)
15:26:26
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:26:26
SQ
* ---------------------------------------------------
15:26:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:26:26
SQ
Turn started for Wiederganger
15:26:26
SQ
*
15:26:26
SQ
* Wiederganger: Starting turn.
15:26:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:26:27
SQ
defensive score: 0.0339506
15:26:27
SQ
defensive threshold: 6
15:26:27
SQ
-> Behaviors to pick from:
Engage.Melee (380.217)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (380.217)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:26:27
SQ
-> Behavior picked: Engage.Melee (380.217)
15:26:27
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:26:28
SQ
* Wiederganger: Reached engage destination
15:26:30
SQ
defensive score: 0.0339506
15:26:30
SQ
defensive threshold: 6
15:26:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:26:30
SQ
-> Behavior picked: Idle (1)
15:26:30
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:26:30
SQ
* ---------------------------------------------------
15:26:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:26:30
SQ
Turn started for Wiederganger
15:26:30
SQ
*
15:26:30
SQ
* Wiederganger: Starting turn.
15:26:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:26:30
SQ
defensive score: 0.0339506
15:26:30
SQ
defensive threshold: 6
15:26:30
SQ
-> Behaviors to pick from:
Engage.Melee (351.522)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (351.522)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:26:30
SQ
-> Behavior picked: Engage.Melee (351.522)
15:26:31
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:26:32
SQ
* Wiederganger: Reached engage destination
15:26:32
SQ
defensive score: 0.0339506
15:26:32
SQ
defensive threshold: 6
15:26:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:26:32
SQ
-> Behavior picked: Idle (1)
15:26:32
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:26:32
SQ
* ---------------------------------------------------
15:26:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:26:32
SQ
Turn started for Palaemon the Oldguard
15:26:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:26:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:26:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:26:49
SQ
Skill [Rallied] removed from [Bjarne].
15:26:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:26:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:26:52
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:26:52
SQ
Winrich uses skill Slash
15:26:54
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:26:54
SQ
Winrich uses skill Slash
15:26:54
SQ
Wiederganger has died.
15:26:54
SQ
Skill [Rallied] removed from [Winrich].
15:26:54
SQ
INFO: Next round issued: 4
15:26:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:26:54
SQ
Turn started for Ghoul
15:26:54
SQ
*
15:26:54
SQ
* Ghoul: Starting turn.
15:26:54
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:26:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:26:56
SQ
defensive score: 0.0339506
15:26:56
SQ
defensive threshold: 6
15:26:56
SQ
-> Behaviors to pick from:
GruesomeFeast (500)(*), Engage.Melee (62.201), Idle (1), Flee (0), Defend (0), Retreat (0), Attack.Default (0), BreakFree (0), Roam (0)
GruesomeFeast (500)(*), Engage.Melee (62.201), Idle (1), Flee (0), Defend (0), Retreat (0), Attack.Default (0), BreakFree (0), Roam (0)
15:26:56
SQ
-> Behavior picked: GruesomeFeast (500)
15:26:56
SQ
* Ghoul: Using Gruesome Feast!
15:26:56
SQ
Ghoul uses skill Gruesome Feast
15:26:57
SQ
defensive score: 0.0339506
15:26:57
SQ
defensive threshold: 7.2
15:26:57
SQ
-> Behaviors to pick from:
Engage.Melee (93.1235)(*), Idle (1), Defend (0), Retreat (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
Engage.Melee (93.1235)(*), Idle (1), Defend (0), Retreat (0), Attack.Default (0), BreakFree (0), Flee (0), Roam (0), GruesomeFeast (0)
15:26:57
SQ
-> Behavior picked: Engage.Melee (93.1235)
15:26:57
SQ
* Ghoul: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:26:58
SQ
* Ghoul: Reached engage destination
15:26:58
SQ
defensive score: 0.0339506
15:26:58
SQ
defensive threshold: 7.2
15:26:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Flee (0), Attack.Default (0), BreakFree (0), Roam (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Flee (0), Attack.Default (0), BreakFree (0), Roam (0), Retreat (0), GruesomeFeast (0), Engage.Melee (0)
15:26:58
SQ
-> Behavior picked: Idle (1)
15:26:58
SQ
* Ghoul: Ending Turn with 1 of 9 AP left.
15:26:58
SQ
* ---------------------------------------------------
15:26:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:26:58
SQ
Turn started for Ghoul
15:26:58
SQ
*
15:26:58
SQ
* Ghoul: Starting turn.
15:26:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:26:59
SQ
defensive score: 0.0339506
15:26:59
SQ
defensive threshold: 7.2
15:26:59
SQ
-> Behaviors to pick from:
GruesomeFeast (316.667)(*), Engage.Melee (83.3097)(*), Idle (1), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), BreakFree (0)
GruesomeFeast (316.667)(*), Engage.Melee (83.3097)(*), Idle (1), Retreat (0), Attack.Default (0), Defend (0), Roam (0), Flee (0), BreakFree (0)
15:26:59
SQ
-> Behavior picked: GruesomeFeast (316.667)
15:26:59
SQ
* Ghoul: Moving into range to use Gruesome Feast
15:27:00
SQ
defensive score: 0.0339506
15:27:00
SQ
defensive threshold: 7.2
15:27:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Retreat (0), Attack.Default (0), Engage.Melee (0), Roam (0), Flee (0), BreakFree (0), GruesomeFeast (0)
Idle (1)(*), Defend (0), Retreat (0), Attack.Default (0), Engage.Melee (0), Roam (0), Flee (0), BreakFree (0), GruesomeFeast (0)
15:27:00
SQ
-> Behavior picked: Idle (1)
15:27:00
SQ
* Ghoul: Ending Turn with 0 of 9 AP left.
15:27:00
SQ
* ---------------------------------------------------
15:27:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ghoul - Locked: true)
15:27:00
SQ
Turn started for Ghoul
15:27:00
SQ
*
15:27:00
SQ
* Ghoul: Starting turn.
15:27:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ghoul)
15:27:00
SQ
defensive score: 0.0339506
15:27:00
SQ
defensive threshold: 7.2
15:27:01
SQ
-> Behaviors to pick from:
Engage.Melee (74.2823)(*), Idle (1), Retreat (0), Attack.Default (0), Defend (0), Roam (0), GruesomeFeast (0), Flee (0), BreakFree (0)
Engage.Melee (74.2823)(*), Idle (1), Retreat (0), Attack.Default (0), Defend (0), Roam (0), GruesomeFeast (0), Flee (0), BreakFree (0)
15:27:01
SQ
-> Behavior picked: Engage.Melee (74.2823)
15:27:01
SQ
* Ghoul: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:27:02
SQ
* Ghoul: Reached engage destination
15:27:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), GruesomeFeast (0), Defend (0), Roam (0), Flee (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), GruesomeFeast (0), Defend (0), Roam (0), Flee (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:27:02
SQ
-> Behavior picked: Idle (1)
15:27:02
SQ
* Ghoul: Ending Turn with 3 of 9 AP left.
15:27:02
SQ
* ---------------------------------------------------
15:27:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:27:03
SQ
Turn started for Ragnar the Blade
15:27:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:27:06
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:27:06
SQ
Ragnar the Blade uses skill Quick Shot
15:27:07
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Ghoul]
15:27:07
SQ
Ragnar the Blade uses skill Quick Shot
15:27:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:27:08
SQ
Turn started for Thorismund Balduric
15:27:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:27:10
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Ghoul]
15:27:10
SQ
Thorismund Balduric uses skill Shoot Bolt
15:27:12
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:27:12
SQ
Thorismund Balduric uses skill Reload
15:27:12
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:27:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:27:12
SQ
Turn started for Gothart
15:27:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:27:14
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Ghoul]
15:27:14
SQ
Gothart uses skill Shoot Heavy Bolt
15:27:16
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:27:16
SQ
Gothart uses skill Reload
15:27:16
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:27:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:27:16
SQ
Turn started for Gunnar the Hound
15:27:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:27:19
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Ghoul]
15:27:19
SQ
Gunnar the Hound uses skill Thrust
15:27:21
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Ghoul]
15:27:21
SQ
Gunnar the Hound uses skill Thrust
15:27:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:27:21
SQ
Turn started for Svein
15:27:21
SQ
Skill [Spearwall] removed from [Svein].
15:27:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:27:24
SQ
[Svein] executes skill [Spearwall] on target [Svein]
15:27:24
SQ
Svein uses skill Spearwall
15:27:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:27:25
SQ
Turn started for Bjarne
15:27:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:27:29
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
15:27:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:27:29
SQ
Turn started for Wiederganger
15:27:29
SQ
*
15:27:29
SQ
* Wiederganger: Starting turn.
15:27:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:27:29
SQ
-> Behaviors to pick from:
Engage.Melee (484.687)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (484.687)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:27:29
SQ
-> Behavior picked: Engage.Melee (484.687)
15:27:30
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:27:31
SQ
* Wiederganger: Reached engage destination
15:27:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:27:31
SQ
-> Behavior picked: Idle (1)
15:27:31
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:27:31
SQ
* ---------------------------------------------------
15:27:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:27:31
SQ
Turn started for Wiederganger
15:27:31
SQ
*
15:27:31
SQ
* Wiederganger: Starting turn.
15:27:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:27:31
SQ
-> Behaviors to pick from:
Engage.Melee (345)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (345)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:27:31
SQ
-> Behavior picked: Engage.Melee (345)
15:27:32
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:27:33
SQ
* Wiederganger: Reached engage destination
15:27:33
SQ
-> Behaviors to pick from:
Attack.Default (38.1133)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (38.1133)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
15:27:33
SQ
-> Behavior picked: Attack.Default (38.1133)
15:27:33
SQ
* Wiederganger: Using Cleave against Gerhard!
15:27:33
SQ
Wiederganger uses skill Cleave
15:27:33
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
15:27:33
SQ
-> Behavior picked: Idle (1)
15:27:34
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:27:34
SQ
* ---------------------------------------------------
15:27:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:27:34
SQ
Turn started for Wiederganger
15:27:34
SQ
*
15:27:34
SQ
* Wiederganger: Starting turn.
15:27:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:27:35
SQ
-> Behaviors to pick from:
Engage.Melee (382.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (382.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:27:35
SQ
-> Behavior picked: Engage.Melee (382.5)
15:27:35
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:27:36
SQ
* Wiederganger: Reached engage destination
15:27:37
SQ
-> Behaviors to pick from:
Engage.Melee (382.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (382.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:27:37
SQ
-> Behavior picked: Engage.Melee (382.5)
15:27:37
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:27:38
SQ
* Wiederganger: Reached engage destination
15:27:39
SQ
-> Behaviors to pick from:
Engage.Melee (382.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (382.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:27:39
SQ
-> Behavior picked: Engage.Melee (382.5)
15:27:39
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:27:40
SQ
* Wiederganger: Reached engage destination
15:27:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:27:41
SQ
-> Behavior picked: Idle (1)
15:27:41
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:27:41
SQ
* ---------------------------------------------------
15:27:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:27:42
SQ
Turn started for Wiederganger
15:27:42
SQ
*
15:27:42
SQ
* Wiederganger: Starting turn.
15:27:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:27:42
SQ
-> Behaviors to pick from:
Engage.Melee (300)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (300)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:27:42
SQ
-> Behavior picked: Engage.Melee (300)
15:27:42
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:27:43
SQ
* Wiederganger: Reached engage destination
15:27:43
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:27:43
SQ
-> Behavior picked: Idle (1)
15:27:44
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:27:44
SQ
* ---------------------------------------------------
15:27:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:27:44
SQ
Turn started for Gerhard
15:27:44
SQ
Skill [Spearwall] removed from [Gerhard].
15:27:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:27:49
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
15:27:49
SQ
Gerhard uses skill Thrust
15:27:49
SQ
Wiederganger has died.
15:27:52
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
15:27:52
SQ
Gerhard uses skill Thrust
15:27:52
SQ
Wiederganger has died.
15:27:54
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
15:27:54
SQ
Gerhard uses skill Thrust
15:27:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:27:54
SQ
Turn started for Wiederganger
15:27:54
SQ
*
15:27:54
SQ
* Wiederganger: Starting turn.
15:27:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:27:55
SQ
-> Behaviors to pick from:
Engage.Melee (446.471)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (446.471)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:27:55
SQ
-> Behavior picked: Engage.Melee (446.471)
15:27:55
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:27:56
SQ
* Wiederganger: Reached engage destination
15:27:57
SQ
-> Behaviors to pick from:
Engage.Melee (375)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (375)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:27:57
SQ
-> Behavior picked: Engage.Melee (375)
15:27:57
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:27:58
SQ
* Wiederganger: Reached engage destination
15:27:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:27:59
SQ
-> Behavior picked: Idle (1)
15:27:59
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:27:59
SQ
* ---------------------------------------------------
15:28:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:28:00
SQ
Turn started for Alfgeir
15:28:00
SQ
Skill [Spearwall] removed from [Alfgeir].
15:28:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:28:02
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
15:28:02
SQ
Alfgeir uses skill Spearwall
15:28:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:28:03
SQ
Turn started for Wiederganger
15:28:03
SQ
*
15:28:03
SQ
* Wiederganger: Starting turn.
15:28:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:28:03
SQ
-> Behaviors to pick from:
Engage.Melee (337.857)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (337.857)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:28:03
SQ
-> Behavior picked: Engage.Melee (337.857)
15:28:03
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:28:04
SQ
* Wiederganger: Reached engage destination
15:28:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:28:04
SQ
-> Behavior picked: Idle (1)
15:28:05
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:28:05
SQ
* ---------------------------------------------------
15:28:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:28:05
SQ
Turn started for Wiederganger
15:28:05
SQ
*
15:28:05
SQ
* Wiederganger: Starting turn.
15:28:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:28:05
SQ
-> Behaviors to pick from:
Engage.Melee (390)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (390)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:28:05
SQ
-> Behavior picked: Engage.Melee (390)
15:28:06
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:28:07
SQ
* Wiederganger: Reached engage destination
15:28:08
SQ
-> Behaviors to pick from:
Engage.Melee (335.69)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (335.69)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:28:08
SQ
-> Behavior picked: Engage.Melee (335.69)
15:28:08
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:28:09
SQ
* Wiederganger: Reached engage destination
15:28:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:28:09
SQ
-> Behavior picked: Idle (1)
15:28:09
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:28:09
SQ
* ---------------------------------------------------
15:28:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:28:09
SQ
Turn started for Wiederganger
15:28:09
SQ
*
15:28:09
SQ
* Wiederganger: Starting turn.
15:28:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:28:10
SQ
-> Behaviors to pick from:
Engage.Melee (361.429)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (361.429)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:28:10
SQ
-> Behavior picked: Engage.Melee (361.429)
15:28:10
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:28:11
SQ
* Wiederganger: Reached engage destination
15:28:12
SQ
-> Behaviors to pick from:
Engage.Melee (361.429)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (361.429)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:28:12
SQ
-> Behavior picked: Engage.Melee (361.429)
15:28:12
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:28:13
SQ
* Wiederganger: Reached engage destination
15:28:14
SQ
-> Behaviors to pick from:
Engage.Melee (361.429)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (361.429)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:28:14
SQ
-> Behavior picked: Engage.Melee (361.429)
15:28:14
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:28:15
SQ
* Wiederganger: Reached engage destination
15:28:16
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:28:16
SQ
-> Behavior picked: Idle (1)
15:28:16
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:28:16
SQ
* ---------------------------------------------------
15:28:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:28:17
SQ
Turn started for Torleif
15:28:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:28:19
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:28:19
SQ
Torleif uses skill Quick Shot
15:28:20
SQ
Ghoul has died.
15:28:22
SQ
[Torleif] executes skill [Quick Shot] on target [Ghoul]
15:28:22
SQ
Torleif uses skill Quick Shot
15:28:28
UI
equip item: 55146599
15:28:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:28:31
SQ
Turn started for Winrich
15:28:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:28:34
SQ
[Winrich] executes skill [Slash] on target [Ghoul]
15:28:34
SQ
Winrich uses skill Slash
15:28:34
SQ
Ghoul has died.
15:28:36
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:28:36
SQ
Winrich uses skill Slash
15:28:39
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:28:39
SQ
Winrich uses skill Slash
15:28:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:28:39
SQ
Turn started for Alantyr the Swift
15:28:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:28:47
SQ
[Alantyr the Swift] executes skill [Aimed Shot] on target [Ghoul]
15:28:47
SQ
Alantyr the Swift uses skill Aimed Shot
15:28:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:28:48
SQ
Turn started for Palaemon the Oldguard
15:28:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:28:52
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
15:28:52
SQ
Palaemon the Oldguard uses skill Rally the Troops
15:28:52
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
15:28:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:28:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:28:56
SQ
Skill [Rallied] removed from [Bjarne].
15:28:56
SQ
INFO: Next round issued: 5
15:28:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:28:57
SQ
Turn started for Ragnar the Blade
15:28:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:29:01
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Ghoul]
15:29:01
SQ
Ragnar the Blade uses skill Aimed Shot
15:29:02
SQ
Ghoul has died.
15:29:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
15:29:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:29:08
UI
equip item: 54568236
15:29:11
SQ
Skill [Rallied] removed from [Ragnar the Blade].
15:29:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:29:11
SQ
Turn started for Thorismund Balduric
15:29:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:29:17
UI
equip item: 53057157
15:29:20
SQ
[Thorismund Balduric] executes skill [Impale] on target [Wiederganger]
15:29:20
SQ
Thorismund Balduric uses skill Impale
15:29:22
SQ
Skill [Rallied] removed from [Thorismund Balduric].
15:29:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:29:22
SQ
Turn started for Gothart
15:29:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:29:29
Resource
Loading: music/undead_02.music
15:29:29
Resource
Unloading: music/undead_01.music
15:29:30
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Wiederganger]
15:29:30
SQ
Gothart uses skill Shoot Heavy Bolt
15:29:31
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:29:31
SQ
Gothart uses skill Reload
15:29:31
SQ
Skill [Rallied] removed from [Gothart].
15:29:31
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:29:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:29:32
SQ
Turn started for Svein
15:29:32
SQ
Skill [Spearwall] removed from [Svein].
15:29:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:29:33
SQ
[Svein] executes skill [Spearwall] on target [Svein]
15:29:33
SQ
Svein uses skill Spearwall
15:29:35
SQ
Skill [Rallied] removed from [Svein].
15:29:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:29:35
SQ
Turn started for Gunnar the Hound
15:29:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:29:39
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:29:39
SQ
Gunnar the Hound uses skill Thrust
15:29:39
SQ
Wiederganger has died.
15:29:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: false)
15:29:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:29:40
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
15:29:40
SQ
Gunnar the Hound uses skill Spearwall
15:29:40
SQ
Skill [Rallied] removed from [Gunnar the Hound].
15:29:40
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
15:29:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:29:40
SQ
Turn started for Gerhard
15:29:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:29:44
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
15:29:44
SQ
Gerhard uses skill Thrust
15:29:44
SQ
Wiederganger has died.
15:29:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: false)
15:29:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:29:46
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
15:29:46
SQ
Gerhard uses skill Thrust
15:29:47
SQ
[Gerhard] executes skill [Thrust] on target [Wiederganger]
15:29:47
SQ
Gerhard uses skill Thrust
15:29:47
SQ
Wiederganger has died.
15:29:47
SQ
Skill [Rallied] removed from [Gerhard].
15:29:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:29:48
SQ
Turn started for Alfgeir
15:29:48
SQ
Skill [Spearwall] removed from [Alfgeir].
15:29:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:29:50
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
15:29:50
SQ
Alfgeir uses skill Spearwall
15:29:51
SQ
Skill [Rallied] removed from [Alfgeir].
15:29:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:29:52
SQ
Turn started for Bjarne
15:29:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:29:54
SQ
TurnSequenceBar::entityWaitTurn(Bjarne)
15:29:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:29:54
SQ
Turn started for Wiederganger
15:29:54
SQ
*
15:29:54
SQ
* Wiederganger: Starting turn.
15:29:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:29:54
SQ
defensive score: 0
15:29:54
SQ
defensive threshold: 30
15:29:54
SQ
-> Behaviors to pick from:
Engage.Melee (300)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (300)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:29:54
SQ
-> Behavior picked: Engage.Melee (300)
15:29:55
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:29:55
SQ
Wiederganger has died.
15:29:55
SQ
* Wiederganger: Stopped before reaching destination
15:29:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:29:56
SQ
Turn started for Wiederganger
15:29:56
SQ
*
15:29:56
SQ
* Wiederganger: Starting turn.
15:29:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:29:56
SQ
defensive score: 0
15:29:56
SQ
defensive threshold: 30
15:29:56
SQ
-> Behaviors to pick from:
Engage.Melee (290.735)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (290.735)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:29:56
SQ
-> Behavior picked: Engage.Melee (290.735)
15:29:57
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:29:57
SQ
* Wiederganger: Reached engage destination
15:29:59
SQ
defensive score: 0
15:29:59
SQ
defensive threshold: 30
15:29:59
SQ
-> Behaviors to pick from:
Engage.Melee (281.25)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (281.25)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:29:59
SQ
-> Behavior picked: Engage.Melee (281.25)
15:29:59
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:29:59
SQ
* Wiederganger: Reached engage destination
15:30:01
SQ
defensive score: 0
15:30:01
SQ
defensive threshold: 30
15:30:01
SQ
-> Behaviors to pick from:
Engage.Melee (281.25)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (281.25)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:30:01
SQ
-> Behavior picked: Engage.Melee (281.25)
15:30:01
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:30:01
SQ
Wiederganger has died.
15:30:01
SQ
* Wiederganger: Stopped before reaching destination
15:30:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:30:02
SQ
Turn started for Torleif
15:30:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:30:06
SQ
Skill [Rallied] removed from [Torleif].
15:30:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:30:07
SQ
Turn started for Winrich
15:30:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:30:10
SQ
Skill [Rallied] removed from [Winrich].
15:30:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:30:11
SQ
Turn started for Alantyr the Swift
15:30:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:30:17
UI
equip item: 57359757
15:30:19
SQ
Skill [Rallied] removed from [Alantyr the Swift].
15:30:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:30:20
SQ
Turn started for Wiederganger
15:30:20
SQ
*
15:30:20
SQ
* Wiederganger: Starting turn.
15:30:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:30:20
SQ
defensive score: 0
15:30:20
SQ
defensive threshold: 30
15:30:20
SQ
-> Behaviors to pick from:
Engage.Melee (262.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (262.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:30:20
SQ
-> Behavior picked: Engage.Melee (262.5)
15:30:21
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:30:21
SQ
* Wiederganger: Reached engage destination
15:30:23
SQ
defensive score: 0
15:30:23
SQ
defensive threshold: 30
15:30:23
SQ
-> Behaviors to pick from:
Engage.Melee (266.25)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (266.25)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:30:23
SQ
-> Behavior picked: Engage.Melee (266.25)
15:30:23
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:30:23
SQ
* Wiederganger: Reached engage destination
15:30:25
SQ
defensive score: 0
15:30:25
SQ
defensive threshold: 30
15:30:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:30:25
SQ
-> Behavior picked: Idle (1)
15:30:25
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:30:25
SQ
* ---------------------------------------------------
15:30:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:30:25
SQ
Turn started for Wiederganger
15:30:25
SQ
*
15:30:25
SQ
* Wiederganger: Starting turn.
15:30:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:30:26
SQ
defensive score: 0
15:30:26
SQ
defensive threshold: 30
15:30:26
SQ
-> Behaviors to pick from:
Engage.Melee (261.375)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (261.375)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:30:26
SQ
-> Behavior picked: Engage.Melee (261.375)
15:30:26
SQ
* Wiederganger: Engaging to melee range with Bjarne (visible), accepted_distance=0
15:30:27
SQ
* Wiederganger: Reached engage destination
15:30:27
SQ
Skill [Spearwall] removed from [Svein].
15:30:28
SQ
defensive score: 0
15:30:28
SQ
defensive threshold: 30
15:30:28
SQ
-> Behaviors to pick from:
Engage.Melee (265.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (265.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:30:28
SQ
-> Behavior picked: Engage.Melee (265.5)
15:30:28
SQ
* Wiederganger: Engaging to melee range with Bjarne (visible), accepted_distance=0
15:30:29
SQ
* Wiederganger: Reached engage destination
15:30:29
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:30:29
SQ
-> Behavior picked: Idle (1)
15:30:29
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:30:29
SQ
* ---------------------------------------------------
15:30:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:30:29
SQ
Turn started for Palaemon the Oldguard
15:30:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:30:33
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Wiederganger]
15:30:33
SQ
Palaemon the Oldguard uses skill Slash
15:30:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:30:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:30:38
SQ
[Bjarne] executes skill [Cleave] on target [Wiederganger]
15:30:38
SQ
Bjarne uses skill Cleave
15:30:39
SQ
[Bjarne] executes skill [Cleave] on target [Wiederganger]
15:30:39
SQ
Bjarne uses skill Cleave
15:30:39
SQ
INFO: Next round issued: 6
15:30:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:30:40
SQ
Turn started for Ragnar the Blade
15:30:40
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:30:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:30:41
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:30:41
SQ
knocking away visible entity
15:30:42
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:30:43
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:30:47
SQ
[Ragnar the Blade] executes skill [Impale] on target [Wiederganger]
15:30:47
SQ
Ragnar the Blade uses skill Impale
15:30:47
SQ
Wiederganger has died.
15:30:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:30:49
SQ
Turn started for Thorismund Balduric
15:30:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:30:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:30:52
SQ
Turn started for Svein
15:30:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:30:58
UI
equip item: 50842061
15:31:02
SQ
[Svein] executes skill [Slash] on target [Wiederganger]
15:31:02
SQ
Svein uses skill Slash
15:31:04
SQ
[Svein] executes skill [Slash] on target [Wiederganger]
15:31:04
SQ
Svein uses skill Slash
15:31:04
SQ
Wiederganger has died.
15:31:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:31:04
SQ
Turn started for Gothart
15:31:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:31:09
UI
equip item: 54503680
15:31:11
UI
equip item: 50854742
15:31:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:31:13
SQ
Turn started for Torleif
15:31:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:31:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:31:16
SQ
Turn started for Winrich
15:31:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:31:20
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:31:20
SQ
Winrich uses skill Slash
15:31:20
SQ
Wiederganger has died.
15:31:24
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:31:24
SQ
Winrich uses skill Slash
15:31:24
SQ
Wiederganger has died.
15:31:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:31:25
SQ
Turn started for Alantyr the Swift
15:31:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:31:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:31:27
SQ
Turn started for Gerhard
15:31:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:31:32
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:31:32
SQ
Gerhard uses skill Spearwall
15:31:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:31:33
SQ
Turn started for Alfgeir
15:31:33
SQ
Skill [Spearwall] removed from [Alfgeir].
15:31:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:31:38
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:31:38
SQ
Alfgeir uses skill Thrust
15:31:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:31:40
SQ
Turn started for Bjarne
15:31:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:31:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:31:44
SQ
Turn started for Gunnar the Hound
15:31:44
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
15:31:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:31:49
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:31:49
SQ
Gunnar the Hound uses skill Thrust
15:31:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:31:49
SQ
Turn started for Wiederganger
15:31:49
SQ
*
15:31:49
SQ
* Wiederganger: Starting turn.
15:31:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:31:50
SQ
-> Behaviors to pick from:
Attack.Default (59.6147)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (59.6147)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
15:31:50
SQ
-> Behavior picked: Attack.Default (59.6147)
15:31:50
SQ
* Wiederganger: Using Chop against Bjarne!
15:31:50
SQ
Wiederganger uses skill Chop
15:31:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
15:31:50
SQ
-> Behavior picked: Idle (1)
15:31:50
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:31:50
SQ
* ---------------------------------------------------
15:31:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:31:51
SQ
Turn started for Palaemon the Oldguard
15:31:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:31:53
SQ
[Palaemon the Oldguard] executes skill [Slash] on target [Wiederganger]
15:31:53
SQ
Palaemon the Oldguard uses skill Slash
15:31:55
SQ
INFO: Next round issued: 7
15:31:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:31:56
SQ
Turn started for Thorismund Balduric
15:31:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:31:59
SQ
[Thorismund Balduric] executes skill [Impale] on target [Wiederganger]
15:31:59
SQ
Thorismund Balduric uses skill Impale
15:31:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:31:59
SQ
Turn started for Ragnar the Blade
15:32:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:32:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:32:02
SQ
Turn started for Gothart
15:32:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:32:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:32:07
SQ
Turn started for Torleif
15:32:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:32:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:32:09
SQ
Turn started for Alantyr the Swift
15:32:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:32:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:32:10
SQ
Turn started for Bjarne
15:32:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:32:13
SQ
[Bjarne] executes skill [Cleave] on target [Wiederganger]
15:32:13
SQ
Bjarne uses skill Cleave
15:32:13
SQ
Wiederganger has died.
15:32:13
Resource
Unloading: gfx/orientation_overlay.png
15:32:13
SQ
Skill [Spearwall] removed from [Gerhard].
15:32:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: false)
15:32:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:32:17
Resource
Loading: music/victory_01.music
15:32:17
Resource
Unloading: music/undead_02.music
15:32:34
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
15:32:34
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
15:32:34
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
15:32:34
SQ
World::onCombatFinished
15:32:34
SQ
TacticalState::onFinish
15:32:34
Resource
Unloading: gfx/object_0.png
15:32:34
Resource
Unloading: gfx/detail.png
15:32:34
Resource
Unloading Resource Package "Temporary Tactical Resources".
15:32:34
Resource
Unloading: sounds/combat/repel_hit_01.wav
15:32:34
Resource
Unloading: sounds/combat/repel_hit_02.wav
15:32:34
Resource
Unloading: sounds/combat/repel_hit_03.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_hurt_01.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_hurt_02.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_hurt_03.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_hurt_04.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_hurt_05.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_hurt_06.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_hurt_07.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_death_01.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_death_02.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_death_03.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_death_04.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_death_05.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_death_06.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_rise_01.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_rise_02.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_rise_03.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_rise_04.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_idle_01.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_idle_02.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_idle_03.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_idle_04.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_idle_05.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_idle_06.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_bite_01.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_bite_02.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_bite_03.wav
15:32:34
Resource
Unloading: sounds/enemies/zombie_bite_04.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_flee_01.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_hurt_02.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_hurt_03.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_death_01.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_death_02.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_death_03.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_hurt_01.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_flee_02.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_flee_03.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_idle_01.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_idle_02.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_idle_03.wav
15:32:34
Resource
Unloading: sounds/enemies/orc_idle_03.wav
15:32:34
Resource
Unloading: gfx/entity_1.png
15:32:34
Resource
Unloading: sounds/enemies/ghoul_claws_01.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_claws_02.wav
15:32:34
Resource
Unloading: sounds/enemies/ghoul_claws_03.wav
15:32:34
Resource
Unloading: sounds/combat/werewolf_claw_01.wav
15:32:34
Resource
Unloading: sounds/combat/werewolf_claw_02.wav
15:32:34
Resource
Unloading: sounds/combat/werewolf_claw_03.wav
15:32:34
Resource
Unloading: sounds/enemies/gruesome_feast_01.wav
15:32:34
Resource
Unloading: sounds/enemies/gruesome_feast_03.wav
15:32:34
Resource
Unloading: sounds/enemies/gruesome_feast_04.wav
15:32:34
UI
IngameMenuScreen::UNREGISTER
15:32:34
UI
MainMenuModule::UNREGISTER
15:32:34
UI
LoadCampaignMenuModule::UNREGISTER
15:32:34
UI
SaveCampaignMenuModule::UNREGISTER
15:32:34
UI
OptionsMenuModule::UNREGISTER
15:32:34
UI
OptionsMenuModuleVideoPanel::UNREGISTER
15:32:34
UI
OptionsMenuModuleVideoPanel::UNREGISTER
15:32:34
UI
OptionsMenuModuleControlsPanel::UNREGISTER
15:32:34
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
15:32:34
UI
TacticalFleeScreen::UNREGISTER
15:32:34
UI
CharacterScreen::UNREGISTER
15:32:34
UI
CharacterScreenLeftPanelModule::UNREGISTER
15:32:34
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
15:32:34
UI
CharacterScreenPaperdollModule::UNREGISTER
15:32:34
UI
CharacterScreenSkillsModule::UNREGISTER
15:32:34
UI
CharacterScreenStatsModule::UNREGISTER
15:32:34
UI
CharacterScreenRightPanelModule::UNREGISTER
15:32:34
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
15:32:34
UI
CharacterScreenInventoryListModule::UNREGISTER
15:32:34
UI
CharacterScreenPerksModule::UNREGISTER
15:32:34
UI
CharacterScreenBrothersListModule::UNREGISTER
15:32:34
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
15:32:34
UI
TacticalScreen::UNREGISTER
15:32:34
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
15:32:34
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
15:32:34
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
15:32:34
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
15:32:34
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
15:32:34
UI
TacticalCombatResultScreen::UNREGISTER
15:32:34
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
15:32:34
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
15:32:38
Resource
Loading: music/worldmap_03.music
15:32:38
Resource
Unloading: music/victory_01.music
15:32:45
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
15:32:53
UI
equip item: 52785962
15:32:58
UI
equip item: 54613440
15:33:10
UI
equip item: 51042997
15:33:29
SQ
done
15:33:29
UI
Paperdoll -> Backpack (targetItemIdx: 3)
15:33:37
UI
equip item: 52581971
15:33:42
UI
equip item: 51720767
15:35:12
SQ
contract removed: contract.errant
15:35:59
SQ
contract added: contract.escort_caravan
15:35:59
SQ
contract removed: contract.exterminate_beasts
15:35:59
SQ
contract added: contract.exterminate_beasts
15:36:06
SQ
contract added: contract.escort_caravan
15:36:08
SQ
contract removed: contract.errant
15:36:09
SQ
contract removed: contract.errant
15:36:14
SQ
contract added: contract.errant
15:36:29
SQ
contract added: contract.errant
15:36:30
SQ
contract added: contract.errant
15:36:31
SQ
contract added: contract.errant
15:37:03
SQ
Save campaign: Hawksmoor's Hellions
15:37:04
Scene
Finished saving scene.
15:37:08
SQ
Location entered: Xlatlpax, the Great Goblin City
15:37:17
Resource
Loading: music/worldmap_05.music
15:37:17
Resource
Unloading: music/worldmap_03.music
15:37:27
SQ
contract removed: contract.errant
15:37:29
SQ
contract removed: contract.errant
15:37:39
SQ
Save campaign: Hawksmoor's Hellions
15:37:40
Scene
Finished saving scene.
15:37:44
SQ
Location entered: Overgrown Homestead
15:37:50
SQ
Save campaign: autosave
15:37:51
Scene
Finished saving scene.
15:37:51
SQ
WorldState::onHide
15:37:51
UI
CharacterScreen::REGISTER
15:37:51
UI
CharacterScreenLeftPanelModule::REGISTER
15:37:51
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
15:37:51
UI
CharacterScreenPaperdollModule::REGISTER
15:37:51
UI
CharacterScreenSkillsModule::REGISTER
15:37:51
UI
CharacterScreenStatsModule::REGISTER
15:37:51
UI
CharacterScreenRightPanelModule::REGISTER
15:37:51
UI
CharacterScreenRightPanelHeaderModule::REGISTER
15:37:51
UI
CharacterScreenInventoryListModule::REGISTER
15:37:51
UI
CharacterScreenPerksModule::REGISTER
15:37:51
UI
CharacterScreenBrothersListModule::REGISTER
15:37:51
UI
CharacterScreenBattleStartFooterModule::REGISTER
15:37:51
UI
TacticalFleeScreen::REGISTER
15:37:51
UI
IngameMenuScreen::REGISTER
15:37:51
UI
MainMenuModule::REGISTER
15:37:51
UI
LoadCampaignMenuModule::REGISTER
15:37:51
UI
SaveCampaignMenuModule::REGISTER
15:37:51
UI
OptionsMenuModule::REGISTER
15:37:51
UI
OptionsMenuModuleVideoPanel::REGISTER
15:37:51
UI
OptionsMenuModuleAudioPanel::REGISTER
15:37:51
UI
OptionsMenuModuleControlsPanel::REGISTER
15:37:51
UI
OptionsMenuModuleGameplayPanel::REGISTER
15:37:51
UI
TacticalCombatResultScreen::REGISTER
15:37:51
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
15:37:51
UI
TacticalCombatResultScreenLootPanel::REGISTER
15:37:51
UI
TacticalScreen::REGISTER
15:37:51
UI
TacticalScreenTurnSequenceBarModule::REGISTER
15:37:51
UI
TacticalScreenOrientationOverlayModule::REGISTER
15:37:51
UI
TacticalScreenTopbarEventLogModule::REGISTER
15:37:51
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
15:37:51
UI
TacticalScreenTopbarOptionsModule::REGISTER
15:37:51
Resource
Loading: gfx/detail.png
15:37:51
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
15:37:51
Resource
Loading: gfx/object_0.png
15:37:52
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
15:37:52
Resource
Loading: gfx/entity_1.png
15:37:52
Texture
Texture "gfx/entity_1.png" (ID: 16) took up approximately 1365kb in video memory.
15:37:52
Resource
Loading: gfx/orientation_overlay.png
15:37:52
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
15:37:52
SQ
TACTICAL: STASH LOCKED: true
15:37:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:37:52
SQ
Turn started for Ragnar the Blade
15:37:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:37:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:37:52
SQ
INFO: Next round issued: 1
15:37:52
Resource
Started loading Resource Package "Temporary Tactical Resources".
15:37:52
Resource
Loading: sounds/enemies/zombie_hurt_01.wav
15:37:52
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Loading: sounds/enemies/zombie_hurt_02.wav
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Loading: sounds/enemies/zombie_hurt_03.wav
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Loading: sounds/enemies/zombie_hurt_04.wav
15:37:52
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Loading: sounds/enemies/zombie_hurt_05.wav
15:37:52
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Loading: sounds/enemies/zombie_hurt_06.wav
15:37:52
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Loading: sounds/enemies/zombie_hurt_07.wav
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Loading: sounds/enemies/zombie_death_01.wav
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Loading: sounds/enemies/zombie_death_02.wav
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Loading: sounds/enemies/zombie_death_03.wav
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Loading: sounds/enemies/zombie_death_04.wav
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Loading: sounds/enemies/zombie_death_05.wav
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Loading: sounds/enemies/zombie_death_06.wav
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Loading: sounds/enemies/zombie_rise_01.wav
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Loading: sounds/enemies/zombie_rise_02.wav
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Loading: sounds/enemies/zombie_rise_03.wav
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Loading: sounds/enemies/zombie_rise_04.wav
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Loading: sounds/enemies/zombie_idle_01.wav
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Loading: sounds/enemies/zombie_idle_02.wav
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Loading: sounds/enemies/zombie_idle_03.wav
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Loading: sounds/enemies/zombie_idle_04.wav
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Loading: sounds/enemies/zombie_idle_05.wav
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Loading: sounds/enemies/zombie_idle_06.wav
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Loading: sounds/enemies/zombie_bite_01.wav
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Loading: sounds/enemies/zombie_bite_02.wav
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Loading: sounds/enemies/zombie_bite_03.wav
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Loading: sounds/enemies/zombie_bite_04.wav
15:37:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:37:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:37:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:37:55
Resource
Loading: music/undead_01.music
15:37:55
Resource
Unloading: music/worldmap_05.music
15:38:13
SQ
Skill [Swamp] removed from [Ragnar the Blade].
15:38:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:38:17
SQ
Turn started for Thorismund Balduric
15:38:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:38:19
SQ
Skill [Swamp] removed from [Thorismund Balduric].
15:38:20
SQ
Adding terrain effect: terrain.swamp
15:38:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:38:20
SQ
Turn started for Svein
15:38:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:38:23
SQ
Skill [Swamp] removed from [Svein].
15:38:24
SQ
Adding terrain effect: terrain.swamp
15:38:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:38:24
SQ
Turn started for Gothart
15:38:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:38:26
SQ
Skill [Swamp] removed from [Gothart].
15:38:27
SQ
Adding terrain effect: terrain.swamp
15:38:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:38:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:38:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:38:33
SQ
Turn started for Gunnar the Hound
15:38:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:38:38
SQ
Skill [Swamp] removed from [Gunnar the Hound].
15:38:39
SQ
Adding terrain effect: terrain.swamp
15:38:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:38:39
SQ
Turn started for Gerhard
15:38:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:38:42
SQ
Skill [Swamp] removed from [Gerhard].
15:38:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:38:48
SQ
Turn started for Alfgeir
15:38:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:38:51
SQ
Adding terrain effect: terrain.swamp
15:38:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:38:51
SQ
Turn started for Torleif
15:38:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:38:54
SQ
Skill [Swamp] removed from [Torleif].
15:38:54
SQ
Adding terrain effect: terrain.swamp
15:38:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:38:55
SQ
Turn started for Winrich
15:38:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:38:59
SQ
Skill [Swamp] removed from [Winrich].
15:39:00
SQ
Adding terrain effect: terrain.swamp
15:39:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:39:02
SQ
Turn started for Alantyr the Swift
15:39:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:39:05
SQ
Skill [Swamp] removed from [Alantyr the Swift].
15:39:06
SQ
Adding terrain effect: terrain.swamp
15:39:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:39:06
SQ
Turn started for Palaemon the Oldguard
15:39:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:39:11
SQ
Skill [Swamp] removed from [Palaemon the Oldguard].
15:39:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:12
SQ
Turn started for Wiederganger
15:39:12
SQ
*
15:39:12
SQ
* Wiederganger: Starting turn.
15:39:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:12
SQ
defensive score: 0.0949086
15:39:12
SQ
defensive threshold: 30
15:39:12
SQ
-> Behaviors to pick from:
Engage.Melee (418)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (418)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:12
SQ
-> Behavior picked: Engage.Melee (418)
15:39:12
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:39:12
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:13
SQ
* Wiederganger: Reached engage destination
15:39:13
SQ
defensive score: 0.0949086
15:39:13
SQ
defensive threshold: 30
15:39:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:13
SQ
-> Behavior picked: Idle (1)
15:39:13
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:13
SQ
* ---------------------------------------------------
15:39:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:13
SQ
Turn started for Wiederganger
15:39:13
SQ
*
15:39:13
SQ
* Wiederganger: Starting turn.
15:39:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:14
SQ
defensive score: 0.0949086
15:39:14
SQ
defensive threshold: 30
15:39:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Attack.Default (0), Roam (0)
15:39:14
SQ
-> Behavior picked: Idle (1)
15:39:14
SQ
* Wiederganger: Ending Turn with 6 of 6 AP left.
15:39:14
SQ
* ---------------------------------------------------
15:39:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:14
SQ
Turn started for Wiederganger
15:39:14
SQ
*
15:39:14
SQ
* Wiederganger: Starting turn.
15:39:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:14
SQ
defensive score: 0.0949086
15:39:14
SQ
defensive threshold: 30
15:39:14
SQ
-> Behaviors to pick from:
Engage.Melee (704)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (704)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:14
SQ
-> Behavior picked: Engage.Melee (704)
15:39:14
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:39:15
SQ
* Wiederganger: Reached engage destination
15:39:15
SQ
defensive score: 0.0949086
15:39:15
SQ
defensive threshold: 30
15:39:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:15
SQ
-> Behavior picked: Idle (1)
15:39:15
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:15
SQ
* ---------------------------------------------------
15:39:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:15
SQ
Turn started for Wiederganger
15:39:15
SQ
*
15:39:15
SQ
* Wiederganger: Starting turn.
15:39:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:16
SQ
defensive score: 0.0949086
15:39:16
SQ
defensive threshold: 30
15:39:16
SQ
-> Behaviors to pick from:
Engage.Melee (946)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (946)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:16
SQ
-> Behavior picked: Engage.Melee (946)
15:39:16
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:39:16
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:17
SQ
* Wiederganger: Reached engage destination
15:39:17
SQ
defensive score: 0.0949086
15:39:17
SQ
defensive threshold: 30
15:39:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:17
SQ
-> Behavior picked: Idle (1)
15:39:17
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:17
SQ
* ---------------------------------------------------
15:39:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:17
SQ
Turn started for Wiederganger
15:39:17
SQ
*
15:39:17
SQ
* Wiederganger: Starting turn.
15:39:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:17
SQ
defensive score: 0.0949086
15:39:17
SQ
defensive threshold: 30
15:39:17
SQ
-> Behaviors to pick from:
Engage.Melee (518.571)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (518.571)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:17
SQ
-> Behavior picked: Engage.Melee (518.571)
15:39:17
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:39:18
SQ
* Wiederganger: Reached engage destination
15:39:18
SQ
defensive score: 0.0949086
15:39:18
SQ
defensive threshold: 30
15:39:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:18
SQ
-> Behavior picked: Idle (1)
15:39:19
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:39:19
SQ
* ---------------------------------------------------
15:39:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:19
SQ
Turn started for Wiederganger
15:39:19
SQ
*
15:39:19
SQ
* Wiederganger: Starting turn.
15:39:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:19
SQ
defensive score: 0.0949086
15:39:19
SQ
defensive threshold: 30
15:39:19
SQ
-> Behaviors to pick from:
Engage.Melee (1210)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1210)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:19
SQ
-> Behavior picked: Engage.Melee (1210)
15:39:19
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:39:19
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:19
SQ
* Wiederganger: Reached engage destination
15:39:19
SQ
defensive score: 0.0949086
15:39:19
SQ
defensive threshold: 30
15:39:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:19
SQ
-> Behavior picked: Idle (1)
15:39:19
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:19
SQ
* ---------------------------------------------------
15:39:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:20
SQ
Turn started for Wiederganger
15:39:20
SQ
*
15:39:20
SQ
* Wiederganger: Starting turn.
15:39:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:20
SQ
defensive score: 0.0949086
15:39:20
SQ
defensive threshold: 30
15:39:20
SQ
-> Behaviors to pick from:
Engage.Melee (1034)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1034)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:20
SQ
-> Behavior picked: Engage.Melee (1034)
15:39:20
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:39:20
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:20
SQ
Adding terrain effect: terrain.swamp
15:39:20
SQ
* Wiederganger: Reached engage destination
15:39:20
SQ
defensive score: 0.0949086
15:39:20
SQ
defensive threshold: 30
15:39:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:20
SQ
-> Behavior picked: Idle (1)
15:39:20
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:39:20
SQ
* ---------------------------------------------------
15:39:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:20
SQ
Turn started for Wiederganger
15:39:20
SQ
*
15:39:20
SQ
* Wiederganger: Starting turn.
15:39:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:20
SQ
defensive score: 0.0949086
15:39:20
SQ
defensive threshold: 30
15:39:20
SQ
-> Behaviors to pick from:
Engage.Melee (1210)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1210)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:20
SQ
-> Behavior picked: Engage.Melee (1210)
15:39:20
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:39:21
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:21
SQ
* Wiederganger: Reached engage destination
15:39:21
SQ
defensive score: 0.0949086
15:39:21
SQ
defensive threshold: 30
15:39:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:21
SQ
-> Behavior picked: Idle (1)
15:39:21
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:39:21
SQ
* ---------------------------------------------------
15:39:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:21
SQ
Turn started for Wiederganger
15:39:21
SQ
*
15:39:21
SQ
* Wiederganger: Starting turn.
15:39:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:21
SQ
defensive score: 0.0949086
15:39:21
SQ
defensive threshold: 30
15:39:21
SQ
-> Behaviors to pick from:
Engage.Melee (1232)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1232)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:21
SQ
-> Behavior picked: Engage.Melee (1232)
15:39:21
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:39:21
SQ
Skill [Hidden] removed from [Wiederganger].
15:39:21
SQ
* Wiederganger: Reached engage destination
15:39:21
SQ
defensive score: 0.0949086
15:39:21
SQ
defensive threshold: 30
15:39:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:21
SQ
-> Behavior picked: Idle (1)
15:39:21
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:39:21
SQ
* ---------------------------------------------------
15:39:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:21
SQ
Turn started for Wiederganger
15:39:21
SQ
*
15:39:21
SQ
* Wiederganger: Starting turn.
15:39:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:22
SQ
defensive score: 0.0949086
15:39:22
SQ
defensive threshold: 30
15:39:22
SQ
-> Behaviors to pick from:
Engage.Melee (880)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (880)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:22
SQ
-> Behavior picked: Engage.Melee (880)
15:39:22
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:39:22
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:22
SQ
Adding terrain effect: terrain.swamp
15:39:22
SQ
* Wiederganger: Reached engage destination
15:39:22
SQ
defensive score: 0.0949086
15:39:22
SQ
defensive threshold: 30
15:39:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:22
SQ
-> Behavior picked: Idle (1)
15:39:22
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:39:22
SQ
* ---------------------------------------------------
15:39:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:22
SQ
Turn started for Wiederganger
15:39:22
SQ
*
15:39:22
SQ
* Wiederganger: Starting turn.
15:39:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:22
SQ
defensive score: 0.0949086
15:39:22
SQ
defensive threshold: 30
15:39:22
SQ
-> Behaviors to pick from:
Engage.Melee (1144)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1144)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:22
SQ
-> Behavior picked: Engage.Melee (1144)
15:39:22
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:39:23
SQ
Adding terrain effect: terrain.swamp
15:39:23
SQ
* Wiederganger: Reached engage destination
15:39:23
SQ
defensive score: 0.0949086
15:39:23
SQ
defensive threshold: 30
15:39:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:23
SQ
-> Behavior picked: Idle (1)
15:39:23
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:23
SQ
* ---------------------------------------------------
15:39:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:23
SQ
Turn started for Wiederganger
15:39:23
SQ
*
15:39:23
SQ
* Wiederganger: Starting turn.
15:39:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:24
SQ
defensive score: 0.0949086
15:39:24
SQ
defensive threshold: 30
15:39:24
SQ
-> Behaviors to pick from:
Engage.Melee (836)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (836)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:24
SQ
-> Behavior picked: Engage.Melee (836)
15:39:24
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:39:24
SQ
* Wiederganger: Reached engage destination
15:39:24
SQ
defensive score: 0.0949086
15:39:24
SQ
defensive threshold: 30
15:39:24
SQ
-> Behaviors to pick from:
Engage.Melee (726)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (726)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:39:24
SQ
-> Behavior picked: Engage.Melee (726)
15:39:25
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:39:26
SQ
* Wiederganger: Reached engage destination
15:39:26
SQ
defensive score: 0.0949086
15:39:26
SQ
defensive threshold: 30
15:39:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:39:26
SQ
-> Behavior picked: Idle (1)
15:39:26
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:26
SQ
* ---------------------------------------------------
15:39:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:26
SQ
Turn started for Wiederganger
15:39:26
SQ
*
15:39:26
SQ
* Wiederganger: Starting turn.
15:39:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:27
SQ
defensive score: 0.0949086
15:39:27
SQ
defensive threshold: 30
15:39:27
SQ
-> Behaviors to pick from:
Engage.Melee (814)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (814)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:27
SQ
-> Behavior picked: Engage.Melee (814)
15:39:27
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:39:27
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:28
SQ
* Wiederganger: Reached engage destination
15:39:28
SQ
defensive score: 0.0949086
15:39:28
SQ
defensive threshold: 30
15:39:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:28
SQ
-> Behavior picked: Idle (1)
15:39:28
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:28
SQ
* ---------------------------------------------------
15:39:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:28
SQ
Turn started for Wiederganger
15:39:28
SQ
*
15:39:28
SQ
* Wiederganger: Starting turn.
15:39:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:28
SQ
defensive score: 0.0949086
15:39:28
SQ
defensive threshold: 30
15:39:28
SQ
-> Behaviors to pick from:
Engage.Melee (814)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (814)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:28
SQ
-> Behavior picked: Engage.Melee (814)
15:39:28
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
15:39:28
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:28
SQ
Skill [Hidden] removed from [Wiederganger].
15:39:28
SQ
* Wiederganger: Reached engage destination
15:39:28
SQ
defensive score: 0.0949086
15:39:28
SQ
defensive threshold: 30
15:39:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:28
SQ
-> Behavior picked: Idle (1)
15:39:28
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:28
SQ
* ---------------------------------------------------
15:39:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:28
SQ
Turn started for Wiederganger
15:39:28
SQ
*
15:39:28
SQ
* Wiederganger: Starting turn.
15:39:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:29
SQ
defensive score: 0.0949086
15:39:29
SQ
defensive threshold: 30
15:39:29
SQ
-> Behaviors to pick from:
Engage.Melee (1100)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1100)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:29
SQ
-> Behavior picked: Engage.Melee (1100)
15:39:29
SQ
* Wiederganger: Engaging to melee range with Gerhard (not visible), accepted_distance=0
15:39:29
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:29
SQ
* Wiederganger: Reached engage destination
15:39:29
SQ
defensive score: 0.0949086
15:39:29
SQ
defensive threshold: 30
15:39:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:29
SQ
-> Behavior picked: Idle (1)
15:39:29
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:39:29
SQ
* ---------------------------------------------------
15:39:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:29
SQ
Turn started for Wiederganger
15:39:29
SQ
*
15:39:29
SQ
* Wiederganger: Starting turn.
15:39:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:29
SQ
defensive score: 0.0949086
15:39:29
SQ
defensive threshold: 30
15:39:29
SQ
-> Behaviors to pick from:
Engage.Melee (660)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (660)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:29
SQ
-> Behavior picked: Engage.Melee (660)
15:39:29
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
15:39:29
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:29
SQ
Adding terrain effect: terrain.swamp
15:39:29
SQ
* Wiederganger: Reached engage destination
15:39:29
SQ
defensive score: 0.0949086
15:39:29
SQ
defensive threshold: 30
15:39:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:29
SQ
-> Behavior picked: Idle (1)
15:39:29
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:39:29
SQ
* ---------------------------------------------------
15:39:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:39:30
SQ
Turn started for Wiederganger
15:39:30
SQ
*
15:39:30
SQ
* Wiederganger: Starting turn.
15:39:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:39:30
SQ
defensive score: 0.0949086
15:39:30
SQ
defensive threshold: 30
15:39:30
SQ
-> Behaviors to pick from:
Engage.Melee (682)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (682)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:39:30
SQ
-> Behavior picked: Engage.Melee (682)
15:39:30
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
15:39:30
SQ
Skill [Swamp] removed from [Wiederganger].
15:39:30
SQ
Skill [Hidden] removed from [Wiederganger].
15:39:30
SQ
* Wiederganger: Reached engage destination
15:39:30
SQ
defensive score: 0.0949086
15:39:30
SQ
defensive threshold: 30
15:39:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:39:30
SQ
-> Behavior picked: Idle (1)
15:39:30
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:39:30
SQ
* ---------------------------------------------------
15:39:30
SQ
INFO: Next round issued: 2
15:39:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:39:30
SQ
Turn started for Ragnar the Blade
15:39:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:39:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:39:37
SQ
Turn started for Thorismund Balduric
15:39:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:39:41
SQ
Skill [Swamp] removed from [Thorismund Balduric].
15:39:41
SQ
Skill [Hidden] removed from [Thorismund Balduric].
15:39:42
SQ
Adding terrain effect: terrain.swamp
15:39:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:39:43
SQ
Turn started for Svein
15:39:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:39:46
SQ
Skill [Swamp] removed from [Svein].
15:39:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:39:47
SQ
Turn started for Gerhard
15:39:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:39:52
SQ
TurnSequenceBar::entityWaitTurn(Gerhard)
15:39:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:39:52
SQ
Turn started for Gothart
15:39:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:39:55
SQ
Skill [Swamp] removed from [Gothart].
15:39:56
SQ
Adding terrain effect: terrain.swamp
15:40:01
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
15:40:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:40:01
SQ
Turn started for Bjarne
15:40:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:40:23
SQ
Adding terrain effect: terrain.swamp
15:40:24
SQ
Skill [Swamp] removed from [Bjarne].
15:40:25
SQ
Adding terrain effect: terrain.swamp
15:40:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:40:25
SQ
Turn started for Winrich
15:40:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:40:29
SQ
Skill [Swamp] removed from [Winrich].
15:40:30
SQ
Adding terrain effect: terrain.swamp
15:40:31
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
15:40:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:40:31
SQ
Turn started for Wiederganger
15:40:31
SQ
*
15:40:31
SQ
* Wiederganger: Starting turn.
15:40:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:40:31
SQ
defensive score: 0.0949086
15:40:31
SQ
defensive threshold: 30
15:40:32
SQ
-> Behaviors to pick from:
Engage.Melee (581.9)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (581.9)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:40:32
SQ
-> Behavior picked: Engage.Melee (581.9)
15:40:32
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:40:32
SQ
Adding terrain effect: terrain.swamp
15:40:32
SQ
* Wiederganger: Reached engage destination
15:40:32
SQ
defensive score: 0.0949086
15:40:32
SQ
defensive threshold: 30
15:40:32
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:40:32
SQ
-> Behavior picked: Idle (1)
15:40:32
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:40:32
SQ
* ---------------------------------------------------
15:40:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:40:33
SQ
Turn started for Wiederganger
15:40:33
SQ
*
15:40:33
SQ
* Wiederganger: Starting turn.
15:40:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:40:33
SQ
defensive score: 0.0949086
15:40:33
SQ
defensive threshold: 30
15:40:33
SQ
-> Behaviors to pick from:
Engage.Melee (240.35)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (240.35)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:40:33
SQ
-> Behavior picked: Engage.Melee (240.35)
15:40:33
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:40:34
SQ
Adding terrain effect: terrain.swamp
15:40:34
SQ
* Wiederganger: Reached engage destination
15:40:34
SQ
defensive score: 0.0949086
15:40:34
SQ
defensive threshold: 30
15:40:34
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:40:34
SQ
-> Behavior picked: Idle (1)
15:40:34
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:40:34
SQ
* ---------------------------------------------------
15:40:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:40:35
SQ
Turn started for Wiederganger
15:40:35
SQ
*
15:40:35
SQ
* Wiederganger: Starting turn.
15:40:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:40:35
SQ
defensive score: 0.0949086
15:40:35
SQ
defensive threshold: 30
15:40:35
SQ
-> Behaviors to pick from:
Engage.Melee (946)(*), Idle (1), Roam (0), BreakFree (0), Attack.Default (0)
Engage.Melee (946)(*), Idle (1), Roam (0), BreakFree (0), Attack.Default (0)
15:40:35
SQ
-> Behavior picked: Engage.Melee (946)
15:40:35
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:40:35
SQ
Skill [Swamp] removed from [Wiederganger].
15:40:35
SQ
Adding terrain effect: terrain.swamp
15:40:35
SQ
* Wiederganger: Reached engage destination
15:40:35
SQ
defensive score: 0.0949086
15:40:35
SQ
defensive threshold: 30
15:40:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), Roam (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
15:40:35
SQ
-> Behavior picked: Idle (1)
15:40:35
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:40:35
SQ
* ---------------------------------------------------
15:40:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:40:35
SQ
Turn started for Wiederganger
15:40:35
SQ
*
15:40:35
SQ
* Wiederganger: Starting turn.
15:40:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:40:36
SQ
defensive score: 0.0949086
15:40:36
SQ
defensive threshold: 30
15:40:36
SQ
-> Behaviors to pick from:
Engage.Melee (379.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (379.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:40:36
SQ
-> Behavior picked: Engage.Melee (379.5)
15:40:36
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:40:37
SQ
* Wiederganger: Reached engage destination
15:40:37
SQ
defensive score: 0.0949086
15:40:37
SQ
defensive threshold: 30
15:40:37
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:40:37
SQ
-> Behavior picked: Idle (1)
15:40:38
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:40:38
SQ
* ---------------------------------------------------
15:40:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:40:38
SQ
Turn started for Alfgeir
15:40:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:40:41
SQ
Skill [Swamp] removed from [Alfgeir].
15:40:41
SQ
Adding terrain effect: terrain.swamp
15:40:42
SQ
TurnSequenceBar::entityWaitTurn(Alfgeir)
15:40:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:40:43
SQ
Turn started for Torleif
15:40:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:40:47
SQ
Skill [Swamp] removed from [Torleif].
15:40:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:40:51
SQ
Turn started for Alantyr the Swift
15:40:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:40:55
SQ
Skill [Swamp] removed from [Alantyr the Swift].
15:40:58
SQ
Adding terrain effect: terrain.swamp
15:40:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:40:58
SQ
Turn started for Gunnar the Hound
15:40:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:41:02
SQ
Skill [Swamp] removed from [Gunnar the Hound].
15:41:03
SQ
Adding terrain effect: terrain.swamp
15:41:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:03
SQ
Turn started for Wiederganger
15:41:03
SQ
*
15:41:03
SQ
* Wiederganger: Starting turn.
15:41:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:04
SQ
defensive score: 0.0949086
15:41:04
SQ
defensive threshold: 30
15:41:04
SQ
-> Behaviors to pick from:
Engage.Melee (386.528)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (386.528)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:04
SQ
-> Behavior picked: Engage.Melee (386.528)
15:41:04
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:41:05
SQ
Adding terrain effect: terrain.swamp
15:41:05
SQ
* Wiederganger: Reached engage destination
15:41:05
SQ
defensive score: 0.0949086
15:41:05
SQ
defensive threshold: 30
15:41:05
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:05
SQ
-> Behavior picked: Idle (1)
15:41:05
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:41:05
SQ
* ---------------------------------------------------
15:41:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:05
SQ
Turn started for Wiederganger
15:41:05
SQ
*
15:41:05
SQ
* Wiederganger: Starting turn.
15:41:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:06
SQ
defensive score: 0.0949086
15:41:06
SQ
defensive threshold: 30
15:41:06
SQ
-> Behaviors to pick from:
Engage.Melee (1214.4)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1214.4)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:06
SQ
-> Behavior picked: Engage.Melee (1214.4)
15:41:06
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:41:07
SQ
* Wiederganger: Reached engage destination
15:41:07
SQ
defensive score: 0.0949086
15:41:07
SQ
defensive threshold: 30
15:41:07
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:07
SQ
-> Behavior picked: Idle (1)
15:41:07
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:41:07
SQ
* ---------------------------------------------------
15:41:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:07
SQ
Turn started for Wiederganger
15:41:07
SQ
*
15:41:07
SQ
* Wiederganger: Starting turn.
15:41:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:07
SQ
defensive score: 0.0949086
15:41:07
SQ
defensive threshold: 30
15:41:08
SQ
-> Behaviors to pick from:
Engage.Melee (1138.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1138.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:08
SQ
-> Behavior picked: Engage.Melee (1138.5)
15:41:08
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
15:41:08
SQ
Skill [Swamp] removed from [Wiederganger].
15:41:08
SQ
* Wiederganger: Reached engage destination
15:41:08
SQ
defensive score: 0.0949086
15:41:08
SQ
defensive threshold: 30
15:41:08
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:08
SQ
-> Behavior picked: Idle (1)
15:41:08
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:41:08
SQ
* ---------------------------------------------------
15:41:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:09
SQ
Turn started for Wiederganger
15:41:09
SQ
*
15:41:09
SQ
* Wiederganger: Starting turn.
15:41:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:09
SQ
defensive score: 0.0949086
15:41:09
SQ
defensive threshold: 30
15:41:09
SQ
-> Behaviors to pick from:
Engage.Melee (1366.2)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1366.2)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:09
SQ
-> Behavior picked: Engage.Melee (1366.2)
15:41:09
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
15:41:10
SQ
* Wiederganger: Reached engage destination
15:41:10
SQ
defensive score: 0.0949086
15:41:10
SQ
defensive threshold: 30
15:41:10
SQ
-> Behaviors to pick from:
Engage.Melee (1683)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1683)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:41:10
SQ
-> Behavior picked: Engage.Melee (1683)
15:41:11
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:41:11
SQ
Adding terrain effect: terrain.swamp
15:41:11
SQ
* Wiederganger: Reached engage destination
15:41:11
SQ
defensive score: 0.0949086
15:41:11
SQ
defensive threshold: 30
15:41:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:41:11
SQ
-> Behavior picked: Idle (1)
15:41:11
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:41:11
SQ
* ---------------------------------------------------
15:41:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:11
SQ
Turn started for Wiederganger
15:41:12
SQ
*
15:41:12
SQ
* Wiederganger: Starting turn.
15:41:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:12
SQ
defensive score: 0.0949086
15:41:12
SQ
defensive threshold: 30
15:41:12
SQ
-> Behaviors to pick from:
Engage.Melee (1366.2)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1366.2)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:12
SQ
-> Behavior picked: Engage.Melee (1366.2)
15:41:12
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (not visible), accepted_distance=0
15:41:12
SQ
* Wiederganger: Reached engage destination
15:41:12
SQ
defensive score: 0.0949086
15:41:12
SQ
defensive threshold: 30
15:41:13
SQ
-> Behaviors to pick from:
Engage.Melee (1551)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1551)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:41:13
SQ
-> Behavior picked: Engage.Melee (1551)
15:41:13
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:41:14
SQ
* Wiederganger: Reached engage destination
15:41:14
SQ
defensive score: 0.0949086
15:41:14
SQ
defensive threshold: 30
15:41:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:41:14
SQ
-> Behavior picked: Idle (1)
15:41:14
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:41:14
SQ
* ---------------------------------------------------
15:41:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:14
SQ
Turn started for Wiederganger
15:41:14
SQ
*
15:41:14
SQ
* Wiederganger: Starting turn.
15:41:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:15
SQ
defensive score: 0.0949086
15:41:15
SQ
defensive threshold: 30
15:41:15
SQ
-> Behaviors to pick from:
Engage.Melee (860.2)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (860.2)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:15
SQ
-> Behavior picked: Engage.Melee (860.2)
15:41:15
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:41:15
SQ
Skill [Swamp] removed from [Wiederganger].
15:41:15
SQ
Adding terrain effect: terrain.swamp
15:41:15
SQ
* Wiederganger: Reached engage destination
15:41:15
SQ
defensive score: 0.0949086
15:41:15
SQ
defensive threshold: 30
15:41:15
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:15
SQ
-> Behavior picked: Idle (1)
15:41:15
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:41:15
SQ
* ---------------------------------------------------
15:41:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:15
SQ
Turn started for Wiederganger
15:41:15
SQ
*
15:41:15
SQ
* Wiederganger: Starting turn.
15:41:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:15
SQ
defensive score: 0.0949086
15:41:15
SQ
defensive threshold: 30
15:41:15
SQ
-> Behaviors to pick from:
Engage.Melee (548.167)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (548.167)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:15
SQ
-> Behavior picked: Engage.Melee (548.167)
15:41:15
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:41:15
SQ
Skill [Swamp] removed from [Wiederganger].
15:41:16
SQ
Adding terrain effect: terrain.swamp
15:41:16
SQ
* Wiederganger: Reached engage destination
15:41:16
SQ
defensive score: 0.0949086
15:41:16
SQ
defensive threshold: 30
15:41:16
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:16
SQ
-> Behavior picked: Idle (1)
15:41:16
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:41:16
SQ
* ---------------------------------------------------
15:41:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:16
SQ
Turn started for Wiederganger
15:41:16
SQ
*
15:41:16
SQ
* Wiederganger: Starting turn.
15:41:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:17
SQ
defensive score: 0.0949086
15:41:17
SQ
defensive threshold: 30
15:41:17
SQ
-> Behaviors to pick from:
Engage.Melee (530.357)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (530.357)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:41:17
SQ
-> Behavior picked: Engage.Melee (530.357)
15:41:17
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:41:18
SQ
Adding terrain effect: terrain.swamp
15:41:18
SQ
* Wiederganger: Reached engage destination
15:41:18
SQ
defensive score: 0.0949086
15:41:18
SQ
defensive threshold: 30
15:41:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:41:18
SQ
-> Behavior picked: Idle (1)
15:41:18
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:41:18
SQ
* ---------------------------------------------------
15:41:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:19
SQ
Turn started for Wiederganger
15:41:19
SQ
*
15:41:19
SQ
* Wiederganger: Starting turn.
15:41:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:19
SQ
defensive score: 0.0949086
15:41:19
SQ
defensive threshold: 30
15:41:19
SQ
-> Behaviors to pick from:
Engage.Melee (853.875)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (853.875)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:19
SQ
-> Behavior picked: Engage.Melee (853.875)
15:41:19
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:41:20
SQ
* Wiederganger: Reached engage destination
15:41:20
SQ
defensive score: 0.0949086
15:41:20
SQ
defensive threshold: 30
15:41:20
SQ
-> Behaviors to pick from:
Engage.Melee (1221)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1221)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:41:20
SQ
-> Behavior picked: Engage.Melee (1221)
15:41:21
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:41:22
SQ
* Wiederganger: Reached engage destination
15:41:22
SQ
defensive score: 0.0949086
15:41:22
SQ
defensive threshold: 30
15:41:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:41:22
SQ
-> Behavior picked: Idle (1)
15:41:22
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:41:22
SQ
* ---------------------------------------------------
15:41:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:22
SQ
Turn started for Wiederganger
15:41:22
SQ
*
15:41:22
SQ
* Wiederganger: Starting turn.
15:41:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:22
SQ
defensive score: 0.0949086
15:41:22
SQ
defensive threshold: 30
15:41:22
SQ
-> Behaviors to pick from:
Engage.Melee (838.063)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (838.063)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:22
SQ
-> Behavior picked: Engage.Melee (838.063)
15:41:22
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:41:23
SQ
* Wiederganger: Reached engage destination
15:41:23
SQ
defensive score: 0.0949086
15:41:23
SQ
defensive threshold: 30
15:41:23
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:23
SQ
-> Behavior picked: Idle (1)
15:41:24
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:41:24
SQ
* ---------------------------------------------------
15:41:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:41:24
SQ
Turn started for Palaemon the Oldguard
15:41:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:41:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:29
SQ
Turn started for Wiederganger
15:41:29
SQ
*
15:41:29
SQ
* Wiederganger: Starting turn.
15:41:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:30
SQ
defensive score: 0.0949086
15:41:30
SQ
defensive threshold: 30
15:41:30
SQ
-> Behaviors to pick from:
Engage.Melee (1340.9)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1340.9)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:30
SQ
-> Behavior picked: Engage.Melee (1340.9)
15:41:30
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:41:30
SQ
* Wiederganger: Reached engage destination
15:41:30
SQ
defensive score: 0.0949086
15:41:30
SQ
defensive threshold: 30
15:41:30
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:30
SQ
-> Behavior picked: Idle (1)
15:41:31
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:41:31
SQ
* ---------------------------------------------------
15:41:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:31
SQ
Turn started for Wiederganger
15:41:31
SQ
*
15:41:31
SQ
* Wiederganger: Starting turn.
15:41:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:31
SQ
defensive score: 0.0949086
15:41:31
SQ
defensive threshold: 30
15:41:31
SQ
-> Behaviors to pick from:
Engage.Melee (683.1)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (683.1)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:31
SQ
-> Behavior picked: Engage.Melee (683.1)
15:41:31
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
15:41:31
SQ
Skill [Swamp] removed from [Wiederganger].
15:41:31
SQ
Adding terrain effect: terrain.swamp
15:41:31
SQ
* Wiederganger: Reached engage destination
15:41:31
SQ
defensive score: 0.0949086
15:41:31
SQ
defensive threshold: 30
15:41:32
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:32
SQ
-> Behavior picked: Idle (1)
15:41:32
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:41:32
SQ
* ---------------------------------------------------
15:41:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:41:32
SQ
Turn started for Wiederganger
15:41:32
SQ
*
15:41:32
SQ
* Wiederganger: Starting turn.
15:41:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:41:32
SQ
defensive score: 0.0949086
15:41:32
SQ
defensive threshold: 30
15:41:32
SQ
-> Behaviors to pick from:
Engage.Melee (910.8)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (910.8)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:41:32
SQ
-> Behavior picked: Engage.Melee (910.8)
15:41:32
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:41:33
SQ
* Wiederganger: Reached engage destination
15:41:33
SQ
defensive score: 0.0949086
15:41:33
SQ
defensive threshold: 30
15:41:33
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:41:33
SQ
-> Behavior picked: Idle (1)
15:41:33
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:41:33
SQ
* ---------------------------------------------------
15:41:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:41:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:41:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:41:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:41:45
SQ
TurnSequenceBar::entityWaitTurn(Gothart)
15:41:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:41:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:41:47
SQ
Skill [Swamp] removed from [Winrich].
15:41:48
SQ
Adding terrain effect: terrain.swamp
15:41:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:41:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:41:49
SQ
Skill [Swamp] removed from [Alfgeir].
15:41:50
SQ
Adding terrain effect: terrain.swamp
15:41:50
SQ
INFO: Next round issued: 3
15:41:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:41:50
SQ
Turn started for Ragnar the Blade
15:41:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:41:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:41:58
SQ
Turn started for Svein
15:41:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:42:06
SQ
Adding terrain effect: terrain.swamp
15:42:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:42:06
SQ
Turn started for Thorismund Balduric
15:42:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:42:09
SQ
Skill [Swamp] removed from [Thorismund Balduric].
15:42:10
SQ
Adding terrain effect: terrain.swamp
15:42:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:42:10
SQ
Turn started for Gothart
15:42:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:42:13
SQ
Skill [Swamp] removed from [Gothart].
15:42:14
SQ
Adding terrain effect: terrain.swamp
15:42:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:42:14
SQ
Turn started for Gerhard
15:42:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:42:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:18
SQ
Turn started for Wiederganger
15:42:18
SQ
*
15:42:18
SQ
* Wiederganger: Starting turn.
15:42:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:18
SQ
defensive score: 0.0949086
15:42:18
SQ
defensive threshold: 30
15:42:18
SQ
-> Behaviors to pick from:
Engage.Melee (1485)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (1485)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:42:18
SQ
-> Behavior picked: Engage.Melee (1485)
15:42:18
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:42:18
SQ
Skill [Swamp] removed from [Wiederganger].
15:42:18
SQ
* Wiederganger: Reached engage destination
15:42:18
SQ
defensive score: 0.0949086
15:42:18
SQ
defensive threshold: 30
15:42:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:42:18
SQ
-> Behavior picked: Idle (1)
15:42:18
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:42:18
SQ
* ---------------------------------------------------
15:42:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:18
SQ
Turn started for Wiederganger
15:42:18
SQ
*
15:42:18
SQ
* Wiederganger: Starting turn.
15:42:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:19
SQ
defensive score: 0.0949086
15:42:19
SQ
defensive threshold: 30
15:42:19
SQ
-> Behaviors to pick from:
Engage.Melee (1012)(*), Idle (1), BreakFree (0), Attack.Default (0), Roam (0)
Engage.Melee (1012)(*), Idle (1), BreakFree (0), Attack.Default (0), Roam (0)
15:42:19
SQ
-> Behavior picked: Engage.Melee (1012)
15:42:19
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:42:19
SQ
Skill [Swamp] removed from [Wiederganger].
15:42:19
SQ
Adding terrain effect: terrain.swamp
15:42:19
SQ
* Wiederganger: Reached engage destination
15:42:19
SQ
defensive score: 0.0949086
15:42:19
SQ
defensive threshold: 30
15:42:19
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Default (0), Roam (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Attack.Default (0), Roam (0), Engage.Melee (0)
15:42:19
SQ
-> Behavior picked: Idle (1)
15:42:19
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:42:19
SQ
* ---------------------------------------------------
15:42:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:19
SQ
Turn started for Wiederganger
15:42:19
SQ
*
15:42:19
SQ
* Wiederganger: Starting turn.
15:42:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:19
SQ
defensive score: 0.0949086
15:42:19
SQ
defensive threshold: 30
15:42:19
SQ
-> Behaviors to pick from:
Engage.Melee (305.556)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (305.556)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:42:19
SQ
-> Behavior picked: Engage.Melee (305.556)
15:42:20
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:42:20
SQ
Skill [Swamp] removed from [Wiederganger].
15:42:21
SQ
Adding terrain effect: terrain.swamp
15:42:21
SQ
* Wiederganger: Reached engage destination
15:42:21
SQ
defensive score: 0.0893257
15:42:21
SQ
defensive threshold: 30
15:42:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:42:21
SQ
-> Behavior picked: Idle (1)
15:42:21
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:42:21
SQ
* ---------------------------------------------------
15:42:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:21
SQ
Turn started for Wiederganger
15:42:21
SQ
*
15:42:21
SQ
* Wiederganger: Starting turn.
15:42:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:22
SQ
defensive score: 0.0893257
15:42:22
SQ
defensive threshold: 30
15:42:22
SQ
-> Behaviors to pick from:
Engage.Melee (378.261)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (378.261)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:42:22
SQ
-> Behavior picked: Engage.Melee (378.261)
15:42:22
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:42:23
SQ
* Wiederganger: Reached engage destination
15:42:23
SQ
defensive score: 0.0893257
15:42:23
SQ
defensive threshold: 30
15:42:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:42:23
SQ
-> Behavior picked: Idle (1)
15:42:23
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:42:23
SQ
* ---------------------------------------------------
15:42:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:42:23
SQ
Turn started for Torleif
15:42:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:42:32
SQ
[Torleif] executes skill [Quick Shot] on target [Wiederganger]
15:42:32
SQ
Torleif uses skill Quick Shot
15:42:33
SQ
[Torleif] executes skill [Quick Shot] on target [Wiederganger]
15:42:33
SQ
Torleif uses skill Quick Shot
15:42:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:42:34
SQ
Turn started for Bjarne
15:42:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:42:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:42:38
SQ
Turn started for Alantyr the Swift
15:42:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:42:42
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:42:42
SQ
Alantyr the Swift uses skill Quick Shot
15:42:43
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:42:43
SQ
Alantyr the Swift uses skill Quick Shot
15:42:44
SQ
Wiederganger has died.
15:42:48
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:42:48
SQ
Alantyr the Swift uses skill Quick Shot
15:42:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:49
SQ
Turn started for Wiederganger
15:42:49
SQ
*
15:42:49
SQ
* Wiederganger: Starting turn.
15:42:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:49
SQ
defensive score: 0.107143
15:42:49
SQ
defensive threshold: 30
15:42:49
SQ
-> Behaviors to pick from:
Engage.Melee (470.25)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (470.25)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:42:49
SQ
-> Behavior picked: Engage.Melee (470.25)
15:42:49
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:42:49
SQ
Skill [Swamp] removed from [Wiederganger].
15:42:50
SQ
Adding terrain effect: terrain.swamp
15:42:50
SQ
* Wiederganger: Reached engage destination
15:42:50
SQ
defensive score: 0.107143
15:42:50
SQ
defensive threshold: 30
15:42:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:42:50
SQ
-> Behavior picked: Idle (1)
15:42:50
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:42:50
SQ
* ---------------------------------------------------
15:42:51
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:51
SQ
Turn started for Wiederganger
15:42:51
SQ
*
15:42:51
SQ
* Wiederganger: Starting turn.
15:42:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:51
SQ
defensive score: 0.107143
15:42:51
SQ
defensive threshold: 30
15:42:51
SQ
-> Behaviors to pick from:
Engage.Melee (577.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (577.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:42:51
SQ
-> Behavior picked: Engage.Melee (577.5)
15:42:52
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:42:53
SQ
Adding terrain effect: terrain.swamp
15:42:53
SQ
* Wiederganger: Reached engage destination
15:42:53
SQ
defensive score: 0.107143
15:42:53
SQ
defensive threshold: 30
15:42:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:42:53
SQ
-> Behavior picked: Idle (1)
15:42:53
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:42:53
SQ
* ---------------------------------------------------
15:42:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:53
SQ
Turn started for Wiederganger
15:42:53
SQ
*
15:42:53
SQ
* Wiederganger: Starting turn.
15:42:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:53
SQ
defensive score: 0.107143
15:42:53
SQ
defensive threshold: 30
15:42:53
SQ
-> Behaviors to pick from:
Engage.Melee (1749)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (1749)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:42:53
SQ
-> Behavior picked: Engage.Melee (1749)
15:42:53
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:42:54
SQ
* Wiederganger: Reached engage destination
15:42:54
SQ
defensive score: 0.107143
15:42:54
SQ
defensive threshold: 30
15:42:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:42:54
SQ
-> Behavior picked: Idle (1)
15:42:54
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:42:54
SQ
* ---------------------------------------------------
15:42:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:54
SQ
Turn started for Wiederganger
15:42:54
SQ
*
15:42:54
SQ
* Wiederganger: Starting turn.
15:42:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:54
SQ
defensive score: 0.107143
15:42:54
SQ
defensive threshold: 30
15:42:54
SQ
-> Behaviors to pick from:
Engage.Melee (885)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (885)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:42:54
SQ
-> Behavior picked: Engage.Melee (885)
15:42:54
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:42:55
SQ
Skill [Swamp] removed from [Wiederganger].
15:42:55
SQ
* Wiederganger: Reached engage destination
15:42:55
SQ
defensive score: 0.107143
15:42:55
SQ
defensive threshold: 30
15:42:55
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:42:55
SQ
-> Behavior picked: Idle (1)
15:42:56
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:42:56
SQ
* ---------------------------------------------------
15:42:56
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:56
SQ
Turn started for Wiederganger
15:42:56
SQ
*
15:42:56
SQ
* Wiederganger: Starting turn.
15:42:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:56
SQ
defensive score: 0.107143
15:42:56
SQ
defensive threshold: 30
15:42:56
SQ
-> Behaviors to pick from:
Engage.Melee (1485)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1485)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:42:56
SQ
-> Behavior picked: Engage.Melee (1485)
15:42:56
SQ
* Wiederganger: Engaging to melee range with Winrich (not visible), accepted_distance=0
15:42:56
SQ
* Wiederganger: Reached engage destination
15:42:56
SQ
defensive score: 0.107143
15:42:56
SQ
defensive threshold: 30
15:42:56
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:42:56
SQ
-> Behavior picked: Idle (1)
15:42:56
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:42:56
SQ
* ---------------------------------------------------
15:42:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:42:57
SQ
Turn started for Wiederganger
15:42:57
SQ
*
15:42:57
SQ
* Wiederganger: Starting turn.
15:42:57
Resource
Loading: music/undead_02.music
15:42:57
Resource
Unloading: music/undead_01.music
15:42:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:42:57
SQ
defensive score: 0.107143
15:42:57
SQ
defensive threshold: 30
15:42:57
SQ
-> Behaviors to pick from:
Engage.Melee (891)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (891)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:42:57
SQ
-> Behavior picked: Engage.Melee (891)
15:42:57
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:42:57
SQ
Skill [Swamp] removed from [Wiederganger].
15:42:57
SQ
Adding terrain effect: terrain.swamp
15:42:57
SQ
* Wiederganger: Reached engage destination
15:42:57
SQ
defensive score: 0.107143
15:42:57
SQ
defensive threshold: 30
15:42:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:42:57
SQ
-> Behavior picked: Idle (1)
15:42:57
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:42:57
SQ
* ---------------------------------------------------
15:42:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:42:57
SQ
Turn started for Palaemon the Oldguard
15:42:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:43:03
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
15:43:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:43:03
SQ
Turn started for Wiederganger
15:43:03
SQ
*
15:43:03
SQ
* Wiederganger: Starting turn.
15:43:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:43:03
SQ
defensive score: 0.107143
15:43:03
SQ
defensive threshold: 30
15:43:03
SQ
-> Behaviors to pick from:
Engage.Melee (775.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (775.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:43:03
SQ
-> Behavior picked: Engage.Melee (775.5)
15:43:04
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:43:04
SQ
Skill [Swamp] removed from [Wiederganger].
15:43:04
SQ
Adding terrain effect: terrain.swamp
15:43:04
SQ
* Wiederganger: Reached engage destination
15:43:04
SQ
defensive score: 0.107143
15:43:04
SQ
defensive threshold: 30
15:43:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:43:04
SQ
-> Behavior picked: Idle (1)
15:43:04
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:43:04
SQ
* ---------------------------------------------------
15:43:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:43:05
SQ
Turn started for Wiederganger
15:43:05
SQ
*
15:43:05
SQ
* Wiederganger: Starting turn.
15:43:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:43:05
SQ
defensive score: 0.107143
15:43:05
SQ
defensive threshold: 30
15:43:05
SQ
-> Behaviors to pick from:
Engage.Melee (409.444)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (409.444)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:43:05
SQ
-> Behavior picked: Engage.Melee (409.444)
15:43:06
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:43:06
SQ
Skill [Swamp] removed from [Wiederganger].
15:43:06
SQ
Adding terrain effect: terrain.swamp
15:43:06
SQ
* Wiederganger: Reached engage destination
15:43:06
SQ
defensive score: 0.107143
15:43:06
SQ
defensive threshold: 30
15:43:06
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:43:06
SQ
-> Behavior picked: Idle (1)
15:43:07
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:43:07
SQ
* ---------------------------------------------------
15:43:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:43:07
SQ
Turn started for Wiederganger
15:43:07
SQ
*
15:43:07
SQ
* Wiederganger: Starting turn.
15:43:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:43:07
SQ
defensive score: 0.107143
15:43:07
SQ
defensive threshold: 30
15:43:07
SQ
-> Behaviors to pick from:
Engage.Melee (503.684)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (503.684)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:43:07
SQ
-> Behavior picked: Engage.Melee (503.684)
15:43:07
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:43:08
SQ
Adding terrain effect: terrain.swamp
15:43:08
SQ
* Wiederganger: Reached engage destination
15:43:08
SQ
defensive score: 0.107143
15:43:08
SQ
defensive threshold: 30
15:43:08
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:43:08
SQ
-> Behavior picked: Idle (1)
15:43:08
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:43:08
SQ
* ---------------------------------------------------
15:43:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:43:09
SQ
Turn started for Winrich
15:43:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:43:14
SQ
Skill [Swamp] removed from [Winrich].
15:43:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:43:16
SQ
Turn started for Wiederganger
15:43:16
SQ
*
15:43:16
SQ
* Wiederganger: Starting turn.
15:43:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:43:17
SQ
defensive score: 0.107143
15:43:17
SQ
defensive threshold: 30
15:43:17
SQ
-> Behaviors to pick from:
Engage.Melee (930)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (930)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:43:17
SQ
-> Behavior picked: Engage.Melee (930)
15:43:17
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:43:18
SQ
Adding terrain effect: terrain.swamp
15:43:18
SQ
* Wiederganger: Reached engage destination
15:43:18
SQ
defensive score: 0.107143
15:43:18
SQ
defensive threshold: 30
15:43:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:43:18
SQ
-> Behavior picked: Idle (1)
15:43:18
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:43:18
SQ
* ---------------------------------------------------
15:43:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:43:18
SQ
Turn started for Alfgeir
15:43:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:43:21
SQ
Skill [Swamp] removed from [Alfgeir].
15:43:21
SQ
Adding terrain effect: terrain.swamp
15:43:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:43:23
SQ
Turn started for Wiederganger
15:43:23
SQ
*
15:43:23
SQ
* Wiederganger: Starting turn.
15:43:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:43:23
SQ
defensive score: 0.107143
15:43:23
SQ
defensive threshold: 30
15:43:23
SQ
-> Behaviors to pick from:
Engage.Melee (1782)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (1782)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:43:23
SQ
-> Behavior picked: Engage.Melee (1782)
15:43:23
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:43:24
SQ
Adding terrain effect: terrain.swamp
15:43:24
SQ
* Wiederganger: Reached engage destination
15:43:24
SQ
defensive score: 0.107143
15:43:24
SQ
defensive threshold: 30
15:43:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:43:24
SQ
-> Behavior picked: Idle (1)
15:43:24
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:43:24
SQ
* ---------------------------------------------------
15:43:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:43:25
SQ
Turn started for Wiederganger
15:43:25
SQ
*
15:43:25
SQ
* Wiederganger: Starting turn.
15:43:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:43:25
SQ
defensive score: 0.107143
15:43:25
SQ
defensive threshold: 30
15:43:25
SQ
-> Behaviors to pick from:
Engage.Melee (825)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (825)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:43:25
SQ
-> Behavior picked: Engage.Melee (825)
15:43:25
SQ
* Wiederganger: Engaging to melee range with Bjarne (not visible), accepted_distance=0
15:43:25
SQ
Skill [Swamp] removed from [Wiederganger].
15:43:25
SQ
Adding terrain effect: terrain.swamp
15:43:25
SQ
* Wiederganger: Reached engage destination
15:43:25
SQ
defensive score: 0.107143
15:43:25
SQ
defensive threshold: 30
15:43:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:43:25
SQ
-> Behavior picked: Idle (1)
15:43:25
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:43:25
SQ
* ---------------------------------------------------
15:43:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:43:25
SQ
Turn started for Gunnar the Hound
15:43:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:43:29
SQ
Skill [Swamp] removed from [Gunnar the Hound].
15:43:30
SQ
Adding terrain effect: terrain.swamp
15:43:31
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
15:43:31
SQ
Gunnar the Hound uses skill Spearwall
15:43:31
UI
ERROR: Failed to query entity skills data for entity (22766). Reason: Invalid result.
15:43:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:43:31
SQ
Turn started for Wiederganger
15:43:31
SQ
*
15:43:31
SQ
* Wiederganger: Starting turn.
15:43:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:43:32
SQ
defensive score: 0.107143
15:43:32
SQ
defensive threshold: 30
15:43:32
SQ
-> Behaviors to pick from:
Engage.Melee (356.613)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (356.613)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:43:32
SQ
-> Behavior picked: Engage.Melee (356.613)
15:43:32
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:43:33
SQ
* Wiederganger: Reached engage destination
15:43:33
SQ
defensive score: 0.107143
15:43:33
SQ
defensive threshold: 30
15:43:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:43:33
SQ
-> Behavior picked: Idle (1)
15:43:33
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:43:33
SQ
* ---------------------------------------------------
15:43:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:43:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:43:36
SQ
INFO: Next round issued: 4
15:43:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:43:37
SQ
Turn started for Ragnar the Blade
15:43:37
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:43:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:43:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:43:45
SQ
Turn started for Gerhard
15:43:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:43:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:43:49
SQ
Turn started for Svein
15:43:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:43:56
SQ
Skill [Swamp] removed from [Svein].
15:43:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:43:59
SQ
Turn started for Gothart
15:43:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:44:06
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Wiederganger]
15:44:06
SQ
Gothart uses skill Shoot Heavy Bolt
15:44:08
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:44:08
SQ
Gothart uses skill Reload
15:44:08
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:44:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:44:08
SQ
Turn started for Bjarne
15:44:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:44:18
SQ
Skill [Swamp] removed from [Bjarne].
15:44:19
SQ
Adding terrain effect: terrain.swamp
15:44:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:44:22
SQ
Turn started for Thorismund Balduric
15:44:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:44:30
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Wiederganger]
15:44:30
SQ
Thorismund Balduric uses skill Shoot Bolt
15:44:30
SQ
Wiederganger has died.
15:44:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: false)
15:44:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:44:31
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:44:31
SQ
Thorismund Balduric uses skill Reload
15:44:31
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:44:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:44:31
SQ
Turn started for Winrich
15:44:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:44:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:36
SQ
Turn started for Wiederganger
15:44:36
SQ
*
15:44:36
SQ
* Wiederganger: Starting turn.
15:44:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:37
SQ
defensive score: 0.107143
15:44:37
SQ
defensive threshold: 30
15:44:37
SQ
-> Behaviors to pick from:
Engage.Melee (1485)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (1485)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:44:37
SQ
-> Behavior picked: Engage.Melee (1485)
15:44:37
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:44:37
SQ
Adding terrain effect: terrain.swamp
15:44:37
SQ
* Wiederganger: Reached engage destination
15:44:37
SQ
defensive score: 0.107143
15:44:37
SQ
defensive threshold: 30
15:44:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:44:37
SQ
-> Behavior picked: Idle (1)
15:44:37
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:44:37
SQ
* ---------------------------------------------------
15:44:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:37
SQ
Turn started for Wiederganger
15:44:37
SQ
*
15:44:37
SQ
* Wiederganger: Starting turn.
15:44:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:37
SQ
defensive score: 0.107143
15:44:37
SQ
defensive threshold: 30
15:44:37
SQ
-> Behaviors to pick from:
Engage.Melee (1320)(*), Idle (1), Attack.Default (0), Roam (0), BreakFree (0)
Engage.Melee (1320)(*), Idle (1), Attack.Default (0), Roam (0), BreakFree (0)
15:44:37
SQ
-> Behavior picked: Engage.Melee (1320)
15:44:37
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:44:37
SQ
Skill [Swamp] removed from [Wiederganger].
15:44:37
SQ
* Wiederganger: Reached engage destination
15:44:37
SQ
defensive score: 0.107143
15:44:37
SQ
defensive threshold: 30
15:44:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
15:44:37
SQ
-> Behavior picked: Idle (1)
15:44:37
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:44:37
SQ
* ---------------------------------------------------
15:44:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:38
SQ
Turn started for Wiederganger
15:44:38
SQ
*
15:44:38
SQ
* Wiederganger: Starting turn.
15:44:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:38
SQ
defensive score: 0.107143
15:44:38
SQ
defensive threshold: 30
15:44:38
SQ
-> Behaviors to pick from:
Engage.Melee (401.739)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (401.739)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:44:38
SQ
-> Behavior picked: Engage.Melee (401.739)
15:44:39
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:44:39
SQ
Skill [Swamp] removed from [Wiederganger].
15:44:39
SQ
* Wiederganger: Reached engage destination
15:44:39
SQ
defensive score: 0.107143
15:44:39
SQ
defensive threshold: 30
15:44:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:44:39
SQ
-> Behavior picked: Idle (1)
15:44:39
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:44:39
SQ
* ---------------------------------------------------
15:44:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:44:40
SQ
Turn started for Alfgeir
15:44:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:44:42
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
15:44:42
SQ
Alfgeir uses skill Spearwall
15:44:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:44:43
SQ
Turn started for Palaemon the Oldguard
15:44:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:44:47
SQ
TurnSequenceBar::entityWaitTurn(Palaemon the Oldguard)
15:44:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:47
SQ
Turn started for Wiederganger
15:44:47
SQ
*
15:44:47
SQ
* Wiederganger: Starting turn.
15:44:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:47
SQ
defensive score: 0.107143
15:44:47
SQ
defensive threshold: 30
15:44:47
SQ
-> Behaviors to pick from:
Engage.Melee (468.6)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (468.6)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:44:47
SQ
-> Behavior picked: Engage.Melee (468.6)
15:44:48
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:44:48
SQ
Skill [Swamp] removed from [Wiederganger].
15:44:48
SQ
* Wiederganger: Reached engage destination
15:44:48
SQ
defensive score: 0.107143
15:44:48
SQ
defensive threshold: 30
15:44:48
SQ
-> Behaviors to pick from:
Engage.Melee (450)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (450)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:44:48
SQ
-> Behavior picked: Engage.Melee (450)
15:44:49
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:44:50
SQ
Adding terrain effect: terrain.swamp
15:44:50
SQ
* Wiederganger: Reached engage destination
15:44:50
SQ
defensive score: 0.107143
15:44:50
SQ
defensive threshold: 30
15:44:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:44:50
SQ
-> Behavior picked: Idle (1)
15:44:50
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:44:50
SQ
* ---------------------------------------------------
15:44:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:50
SQ
Turn started for Wiederganger
15:44:50
SQ
*
15:44:50
SQ
* Wiederganger: Starting turn.
15:44:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:51
SQ
defensive score: 0.107143
15:44:51
SQ
defensive threshold: 30
15:44:51
SQ
-> Behaviors to pick from:
Engage.Melee (468.6)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (468.6)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:44:51
SQ
-> Behavior picked: Engage.Melee (468.6)
15:44:51
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:44:52
SQ
* Wiederganger: Reached engage destination
15:44:52
SQ
defensive score: 0.107143
15:44:52
SQ
defensive threshold: 30
15:44:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:44:52
SQ
-> Behavior picked: Idle (1)
15:44:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:44:52
SQ
* ---------------------------------------------------
15:44:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:52
SQ
Turn started for Wiederganger
15:44:52
SQ
*
15:44:52
SQ
* Wiederganger: Starting turn.
15:44:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:53
SQ
defensive score: 0.107143
15:44:53
SQ
defensive threshold: 30
15:44:53
SQ
-> Behaviors to pick from:
Engage.Melee (632.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (632.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:44:53
SQ
-> Behavior picked: Engage.Melee (632.5)
15:44:53
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:44:54
SQ
Adding terrain effect: terrain.swamp
15:44:54
SQ
* Wiederganger: Reached engage destination
15:44:54
SQ
defensive score: 0.107143
15:44:54
SQ
defensive threshold: 30
15:44:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:44:54
SQ
-> Behavior picked: Idle (1)
15:44:54
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:44:54
SQ
* ---------------------------------------------------
15:44:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:54
SQ
Turn started for Wiederganger
15:44:54
SQ
*
15:44:54
SQ
* Wiederganger: Starting turn.
15:44:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:55
SQ
defensive score: 0.107143
15:44:55
SQ
defensive threshold: 30
15:44:55
SQ
-> Behaviors to pick from:
Engage.Melee (1650)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (1650)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:44:55
SQ
-> Behavior picked: Engage.Melee (1650)
15:44:55
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:44:55
SQ
* Wiederganger: Reached engage destination
15:44:55
SQ
defensive score: 0.107143
15:44:55
SQ
defensive threshold: 30
15:44:55
SQ
-> Behaviors to pick from:
Engage.Melee (1056)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1056)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:44:55
SQ
-> Behavior picked: Engage.Melee (1056)
15:44:56
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:44:57
SQ
* Wiederganger: Reached engage destination
15:44:57
SQ
defensive score: 0.107143
15:44:57
SQ
defensive threshold: 30
15:44:57
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:44:57
SQ
-> Behavior picked: Idle (1)
15:44:57
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:44:57
SQ
* ---------------------------------------------------
15:44:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:57
SQ
Turn started for Wiederganger
15:44:57
SQ
*
15:44:57
SQ
* Wiederganger: Starting turn.
15:44:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:57
SQ
defensive score: 0.107143
15:44:57
SQ
defensive threshold: 30
15:44:57
SQ
-> Behaviors to pick from:
Engage.Melee (957)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (957)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:44:57
SQ
-> Behavior picked: Engage.Melee (957)
15:44:57
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:44:57
SQ
Skill [Swamp] removed from [Wiederganger].
15:44:57
SQ
* Wiederganger: Reached engage destination
15:44:57
SQ
defensive score: 0.107143
15:44:57
SQ
defensive threshold: 30
15:44:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:44:57
SQ
-> Behavior picked: Idle (1)
15:44:57
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:44:57
SQ
* ---------------------------------------------------
15:44:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:44:58
SQ
Turn started for Wiederganger
15:44:58
SQ
*
15:44:58
SQ
* Wiederganger: Starting turn.
15:44:58
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:44:58
SQ
defensive score: 0.107143
15:44:58
SQ
defensive threshold: 30
15:44:58
SQ
-> Behaviors to pick from:
Engage.Melee (397.941)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (397.941)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:44:58
SQ
-> Behavior picked: Engage.Melee (397.941)
15:44:59
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:44:59
SQ
Skill [Swamp] removed from [Wiederganger].
15:44:59
SQ
Adding terrain effect: terrain.swamp
15:44:59
SQ
* Wiederganger: Reached engage destination
15:44:59
SQ
defensive score: 0.107143
15:44:59
SQ
defensive threshold: 30
15:44:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:44:59
SQ
-> Behavior picked: Idle (1)
15:45:00
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:45:00
SQ
* ---------------------------------------------------
15:45:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:45:00
SQ
Turn started for Wiederganger
15:45:00
SQ
*
15:45:00
SQ
* Wiederganger: Starting turn.
15:45:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:45:01
SQ
defensive score: 0.107143
15:45:01
SQ
defensive threshold: 30
15:45:01
SQ
-> Behaviors to pick from:
Engage.Melee (315.857)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (315.857)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:45:01
SQ
-> Behavior picked: Engage.Melee (315.857)
15:45:01
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:45:01
SQ
Skill [Swamp] removed from [Wiederganger].
15:45:02
SQ
Adding terrain effect: terrain.swamp
15:45:02
SQ
* Wiederganger: Reached engage destination
15:45:02
SQ
defensive score: 0.107143
15:45:02
SQ
defensive threshold: 30
15:45:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:45:02
SQ
-> Behavior picked: Idle (1)
15:45:02
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:45:02
SQ
* ---------------------------------------------------
15:45:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:45:02
SQ
Turn started for Wiederganger
15:45:02
SQ
*
15:45:02
SQ
* Wiederganger: Starting turn.
15:45:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:45:03
SQ
defensive score: 0.107143
15:45:03
SQ
defensive threshold: 30
15:45:03
SQ
-> Behaviors to pick from:
Engage.Melee (795)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (795)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:45:03
SQ
-> Behavior picked: Engage.Melee (795)
15:45:03
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:45:03
SQ
Skill [Swamp] removed from [Wiederganger].
15:45:03
SQ
Skill [Hidden] removed from [Wiederganger].
15:45:03
SQ
Adding terrain effect: terrain.swamp
15:45:03
SQ
* Wiederganger: Reached engage destination
15:45:03
SQ
defensive score: 0.107143
15:45:03
SQ
defensive threshold: 30
15:45:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:45:03
SQ
-> Behavior picked: Idle (1)
15:45:04
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:45:04
SQ
* ---------------------------------------------------
15:45:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:45:04
SQ
Turn started for Wiederganger
15:45:04
SQ
*
15:45:04
SQ
* Wiederganger: Starting turn.
15:45:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:45:04
SQ
defensive score: 0.107143
15:45:04
SQ
defensive threshold: 30
15:45:04
SQ
-> Behaviors to pick from:
Engage.Melee (508.2)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (508.2)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:45:04
SQ
-> Behavior picked: Engage.Melee (508.2)
15:45:05
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:45:05
SQ
Skill [Swamp] removed from [Wiederganger].
15:45:05
SQ
Adding terrain effect: terrain.swamp
15:45:05
SQ
* Wiederganger: Reached engage destination
15:45:05
SQ
defensive score: 0.107143
15:45:05
SQ
defensive threshold: 30
15:45:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:45:05
SQ
-> Behavior picked: Idle (1)
15:45:06
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:45:06
SQ
* ---------------------------------------------------
15:45:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:45:06
SQ
Turn started for Torleif
15:45:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:45:20
SQ
[Torleif] executes skill [Quick Shot] on target [Wiederganger]
15:45:20
SQ
Torleif uses skill Quick Shot
15:45:22
SQ
[Torleif] executes skill [Quick Shot] on target [Wiederganger]
15:45:22
SQ
Torleif uses skill Quick Shot
15:45:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:45:23
SQ
Turn started for Wiederganger
15:45:23
SQ
*
15:45:23
SQ
* Wiederganger: Starting turn.
15:45:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:45:24
SQ
defensive score: 0.107143
15:45:24
SQ
defensive threshold: 30
15:45:24
SQ
-> Behaviors to pick from:
Engage.Melee (870)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (870)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:45:24
SQ
-> Behavior picked: Engage.Melee (870)
15:45:24
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:45:24
SQ
Skill [Swamp] removed from [Wiederganger].
15:45:25
SQ
Adding terrain effect: terrain.swamp
15:45:25
SQ
* Wiederganger: Reached engage destination
15:45:25
SQ
defensive score: 0.107143
15:45:25
SQ
defensive threshold: 30
15:45:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:45:25
SQ
-> Behavior picked: Idle (1)
15:45:25
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:45:25
SQ
* ---------------------------------------------------
15:45:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:45:25
SQ
Turn started for Wiederganger
15:45:25
SQ
*
15:45:25
SQ
* Wiederganger: Starting turn.
15:45:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:45:26
SQ
defensive score: 0.107143
15:45:26
SQ
defensive threshold: 30
15:45:26
SQ
-> Behaviors to pick from:
Engage.Melee (759)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (759)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:45:26
SQ
-> Behavior picked: Engage.Melee (759)
15:45:26
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:45:26
SQ
Skill [Swamp] removed from [Wiederganger].
15:45:26
SQ
Adding terrain effect: terrain.swamp
15:45:26
SQ
* Wiederganger: Reached engage destination
15:45:26
SQ
defensive score: 0.107143
15:45:26
SQ
defensive threshold: 30
15:45:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:45:26
SQ
-> Behavior picked: Idle (1)
15:45:26
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:45:26
SQ
* ---------------------------------------------------
15:45:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:45:26
SQ
Turn started for Wiederganger
15:45:26
SQ
*
15:45:26
SQ
* Wiederganger: Starting turn.
15:45:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:45:26
SQ
defensive score: 0.107143
15:45:26
SQ
defensive threshold: 30
15:45:26
SQ
-> Behaviors to pick from:
Engage.Melee (276.486)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (276.486)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:45:26
SQ
-> Behavior picked: Engage.Melee (276.486)
15:45:27
SQ
* Wiederganger: Engaging to melee range with Bjarne (not visible), accepted_distance=0
15:45:28
SQ
* Wiederganger: Reached engage destination
15:45:28
SQ
defensive score: 0.107143
15:45:28
SQ
defensive threshold: 30
15:45:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:45:28
SQ
-> Behavior picked: Idle (1)
15:45:28
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:45:28
SQ
* ---------------------------------------------------
15:45:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:45:28
SQ
Turn started for Alantyr the Swift
15:45:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:45:37
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:45:37
SQ
Alantyr the Swift uses skill Quick Shot
15:45:39
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:45:39
SQ
Alantyr the Swift uses skill Quick Shot
15:45:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:45:39
SQ
Turn started for Gunnar the Hound
15:45:39
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
15:45:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:45:42
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
15:45:42
SQ
Gunnar the Hound uses skill Spearwall
15:45:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:45:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:45:49
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
15:45:49
SQ
Palaemon the Oldguard uses skill Rally the Troops
15:45:49
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
15:45:49
SQ
INFO: Next round issued: 5
15:45:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:45:49
SQ
Turn started for Ragnar the Blade
15:45:50
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:45:58
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:45:58
SQ
Ragnar the Blade uses skill Quick Shot
15:46:02
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:46:02
SQ
Ragnar the Blade uses skill Quick Shot
15:46:02
SQ
Wiederganger has died.
15:46:05
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:46:05
SQ
Ragnar the Blade uses skill Quick Shot
15:46:05
SQ
Skill [Rallied] removed from [Ragnar the Blade].
15:46:06
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:46:06
SQ
Turn started for Thorismund Balduric
15:46:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:46:15
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Wiederganger]
15:46:15
SQ
Thorismund Balduric uses skill Shoot Bolt
15:46:16
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:46:16
SQ
Thorismund Balduric uses skill Reload
15:46:16
SQ
Skill [Rallied] removed from [Thorismund Balduric].
15:46:16
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:46:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:46:16
SQ
Turn started for Svein
15:46:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:46:22
SQ
[Svein] executes skill [Spearwall] on target [Svein]
15:46:22
SQ
Svein uses skill Spearwall
15:46:22
SQ
Skill [Rallied] removed from [Svein].
15:46:22
UI
ERROR: Failed to query entity skills data for entity (347536). Reason: Invalid result.
15:46:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:46:22
SQ
Turn started for Gothart
15:46:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:46:27
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Wiederganger]
15:46:27
SQ
Gothart uses skill Shoot Heavy Bolt
15:46:28
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:46:28
SQ
Gothart uses skill Reload
15:46:28
SQ
Skill [Rallied] removed from [Gothart].
15:46:28
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:46:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:46:29
SQ
Turn started for Bjarne
15:46:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:46:31
SQ
Skill [Swamp] removed from [Bjarne].
15:46:31
SQ
Skill [Hidden] removed from [Bjarne].
15:46:31
SQ
Adding terrain effect: terrain.swamp
15:46:32
SQ
Skill [Rallied] removed from [Bjarne].
15:46:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:46:33
SQ
Turn started for Gerhard
15:46:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:46:35
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:46:35
SQ
Gerhard uses skill Spearwall
15:46:36
SQ
Skill [Rallied] removed from [Gerhard].
15:46:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:46:36
SQ
Turn started for Winrich
15:46:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:46:40
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
15:46:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:46:40
SQ
Turn started for Alfgeir
15:46:40
SQ
Skill [Spearwall] removed from [Alfgeir].
15:46:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:46:42
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
15:46:42
SQ
Alfgeir uses skill Spearwall
15:46:43
SQ
Skill [Rallied] removed from [Alfgeir].
15:46:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:46:43
SQ
Turn started for Torleif
15:46:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:46:51
SQ
[Torleif] executes skill [Quick Shot] on target [Wiederganger]
15:46:51
SQ
Torleif uses skill Quick Shot
15:46:56
UI
equip item: 55146599
15:47:01
SQ
Adding terrain effect: terrain.swamp
15:47:01
SQ
Skill [Rallied] removed from [Torleif].
15:47:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:01
SQ
Turn started for Wiederganger
15:47:01
SQ
*
15:47:01
SQ
* Wiederganger: Starting turn.
15:47:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:02
SQ
defensive score: 0.170667
15:47:02
SQ
defensive threshold: 30
15:47:02
SQ
-> Behaviors to pick from:
Engage.Melee (1386)(*), Idle (1), Roam (0), BreakFree (0), Attack.Default (0)
Engage.Melee (1386)(*), Idle (1), Roam (0), BreakFree (0), Attack.Default (0)
15:47:02
SQ
-> Behavior picked: Engage.Melee (1386)
15:47:02
SQ
* Wiederganger: Engaging to melee range with Alfgeir (not visible), accepted_distance=0
15:47:02
SQ
* Wiederganger: Reached engage destination
15:47:02
SQ
defensive score: 0.170667
15:47:02
SQ
defensive threshold: 30
15:47:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), Roam (0), BreakFree (0), Attack.Default (0), Engage.Melee (0)
15:47:02
SQ
-> Behavior picked: Idle (1)
15:47:02
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:02
SQ
* ---------------------------------------------------
15:47:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:02
SQ
Turn started for Wiederganger
15:47:02
SQ
*
15:47:02
SQ
* Wiederganger: Starting turn.
15:47:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:02
SQ
defensive score: 0.170667
15:47:02
SQ
defensive threshold: 30
15:47:02
SQ
-> Behaviors to pick from:
Engage.Melee (1485)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1485)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:47:02
SQ
-> Behavior picked: Engage.Melee (1485)
15:47:02
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:47:02
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:02
SQ
Adding terrain effect: terrain.swamp
15:47:02
SQ
* Wiederganger: Reached engage destination
15:47:02
SQ
defensive score: 0.170667
15:47:02
SQ
defensive threshold: 30
15:47:02
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:47:02
SQ
-> Behavior picked: Idle (1)
15:47:02
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:47:02
SQ
* ---------------------------------------------------
15:47:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:03
SQ
Turn started for Wiederganger
15:47:03
SQ
*
15:47:03
SQ
* Wiederganger: Starting turn.
15:47:03
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:03
SQ
defensive score: 0.170667
15:47:03
SQ
defensive threshold: 30
15:47:03
SQ
-> Behaviors to pick from:
Engage.Melee (408.913)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (408.913)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:47:03
SQ
-> Behavior picked: Engage.Melee (408.913)
15:47:04
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:47:04
SQ
* Wiederganger: Reached engage destination
15:47:06
SQ
defensive score: 0.170667
15:47:06
SQ
defensive threshold: 30
15:47:06
SQ
-> Behaviors to pick from:
Engage.Melee (408.913)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (408.913)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:47:06
SQ
-> Behavior picked: Engage.Melee (408.913)
15:47:06
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:47:06
SQ
* Wiederganger: Reached engage destination
15:47:08
SQ
defensive score: 0.170667
15:47:08
SQ
defensive threshold: 30
15:47:08
SQ
-> Behaviors to pick from:
Engage.Melee (430.833)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (430.833)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:47:08
SQ
-> Behavior picked: Engage.Melee (430.833)
15:47:08
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:47:08
SQ
* Wiederganger: Reached engage destination
15:47:10
SQ
defensive score: 0.170667
15:47:10
SQ
defensive threshold: 30
15:47:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:47:10
SQ
-> Behavior picked: Idle (1)
15:47:10
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:10
SQ
* ---------------------------------------------------
15:47:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:10
SQ
Turn started for Wiederganger
15:47:10
SQ
*
15:47:10
SQ
* Wiederganger: Starting turn.
15:47:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:11
SQ
defensive score: 0.170667
15:47:11
SQ
defensive threshold: 30
15:47:11
SQ
-> Behaviors to pick from:
Engage.Melee (427.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (427.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:47:11
SQ
-> Behavior picked: Engage.Melee (427.5)
15:47:11
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:47:11
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:12
SQ
Adding terrain effect: terrain.swamp
15:47:12
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:12
SQ
* Wiederganger: Reached engage destination
15:47:12
SQ
Adding terrain effect: terrain.swamp
15:47:13
SQ
defensive score: 0.170667
15:47:13
SQ
defensive threshold: 30
15:47:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:47:13
SQ
-> Behavior picked: Idle (1)
15:47:13
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:47:13
SQ
* ---------------------------------------------------
15:47:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:13
SQ
Turn started for Wiederganger
15:47:13
SQ
*
15:47:13
SQ
* Wiederganger: Starting turn.
15:47:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:14
SQ
defensive score: 0.170667
15:47:14
SQ
defensive threshold: 30
15:47:14
SQ
-> Behaviors to pick from:
Engage.Melee (455.4)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (455.4)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:47:14
SQ
-> Behavior picked: Engage.Melee (455.4)
15:47:14
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:47:14
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:15
SQ
Adding terrain effect: terrain.swamp
15:47:15
SQ
* Wiederganger: Reached engage destination
15:47:15
SQ
defensive score: 0.170667
15:47:15
SQ
defensive threshold: 30
15:47:15
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:47:15
SQ
-> Behavior picked: Idle (1)
15:47:15
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:15
SQ
* ---------------------------------------------------
15:47:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:15
SQ
Turn started for Wiederganger
15:47:16
SQ
*
15:47:16
SQ
* Wiederganger: Starting turn.
15:47:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:16
SQ
defensive score: 0.170667
15:47:16
SQ
defensive threshold: 30
15:47:16
SQ
-> Behaviors to pick from:
Engage.Melee (423.261)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (423.261)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:47:16
SQ
-> Behavior picked: Engage.Melee (423.261)
15:47:16
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:47:17
SQ
* Wiederganger: Reached engage destination
15:47:19
SQ
defensive score: 0.170667
15:47:19
SQ
defensive threshold: 30
15:47:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:47:19
SQ
-> Behavior picked: Idle (1)
15:47:19
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:19
SQ
* ---------------------------------------------------
15:47:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:19
SQ
Turn started for Wiederganger
15:47:19
SQ
*
15:47:19
SQ
* Wiederganger: Starting turn.
15:47:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:20
SQ
defensive score: 0.170667
15:47:20
SQ
defensive threshold: 30
15:47:20
SQ
-> Behaviors to pick from:
Engage.Melee (462)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (462)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:47:20
SQ
-> Behavior picked: Engage.Melee (462)
15:47:20
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:47:20
SQ
Adding terrain effect: terrain.swamp
15:47:20
SQ
* Wiederganger: Reached engage destination
15:47:20
SQ
defensive score: 0.170667
15:47:20
SQ
defensive threshold: 30
15:47:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:47:20
SQ
-> Behavior picked: Idle (1)
15:47:20
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:20
SQ
* ---------------------------------------------------
15:47:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:21
SQ
Turn started for Wiederganger
15:47:21
SQ
*
15:47:21
SQ
* Wiederganger: Starting turn.
15:47:21
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:21
SQ
defensive score: 0.170667
15:47:21
SQ
defensive threshold: 30
15:47:21
SQ
-> Behaviors to pick from:
Engage.Melee (1221)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1221)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:47:21
SQ
-> Behavior picked: Engage.Melee (1221)
15:47:21
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:47:21
SQ
Adding terrain effect: terrain.swamp
15:47:21
SQ
* Wiederganger: Reached engage destination
15:47:21
SQ
defensive score: 0.170667
15:47:21
SQ
defensive threshold: 30
15:47:21
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:47:21
SQ
-> Behavior picked: Idle (1)
15:47:21
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:21
SQ
* ---------------------------------------------------
15:47:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:21
SQ
Turn started for Wiederganger
15:47:21
SQ
*
15:47:21
SQ
* Wiederganger: Starting turn.
15:47:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:22
SQ
defensive score: 0.170667
15:47:22
SQ
defensive threshold: 30
15:47:22
SQ
-> Behaviors to pick from:
Engage.Melee (437.609)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (437.609)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:47:22
SQ
-> Behavior picked: Engage.Melee (437.609)
15:47:22
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:47:22
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:23
SQ
* Wiederganger: Reached engage destination
15:47:24
SQ
Adding terrain effect: terrain.swamp
15:47:25
SQ
defensive score: 0.170667
15:47:25
SQ
defensive threshold: 30
15:47:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:47:25
SQ
-> Behavior picked: Idle (1)
15:47:25
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:47:25
SQ
* ---------------------------------------------------
15:47:25
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:47:25
SQ
Turn started for Alantyr the Swift
15:47:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:47:29
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:47:29
SQ
Alantyr the Swift uses skill Quick Shot
15:47:32
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:47:32
SQ
Alantyr the Swift uses skill Quick Shot
15:47:32
SQ
Wiederganger has died.
15:47:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: false)
15:47:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:47:36
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:47:36
SQ
Alantyr the Swift uses skill Quick Shot
15:47:36
SQ
Skill [Rallied] removed from [Alantyr the Swift].
15:47:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:36
SQ
Turn started for Wiederganger
15:47:36
SQ
*
15:47:36
SQ
* Wiederganger: Starting turn.
15:47:37
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:37
SQ
defensive score: 0.195918
15:47:37
SQ
defensive threshold: 30
15:47:37
SQ
-> Behaviors to pick from:
Engage.Melee (440)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (440)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:47:37
SQ
-> Behavior picked: Engage.Melee (440)
15:47:37
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:47:37
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:38
SQ
* Wiederganger: Reached engage destination
15:47:39
SQ
Adding terrain effect: terrain.swamp
15:47:40
SQ
defensive score: 0.195918
15:47:40
SQ
defensive threshold: 30
15:47:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:47:40
SQ
-> Behavior picked: Idle (1)
15:47:40
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:40
SQ
* ---------------------------------------------------
15:47:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:40
SQ
Turn started for Wiederganger
15:47:40
SQ
*
15:47:40
SQ
* Wiederganger: Starting turn.
15:47:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:40
SQ
defensive score: 0.195918
15:47:40
SQ
defensive threshold: 30
15:47:40
SQ
-> Behaviors to pick from:
Engage.Melee (529.737)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (529.737)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:47:40
SQ
-> Behavior picked: Engage.Melee (529.737)
15:47:41
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:47:41
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:41
SQ
Adding terrain effect: terrain.swamp
15:47:41
SQ
* Wiederganger: Reached engage destination
15:47:41
SQ
defensive score: 0.195918
15:47:41
SQ
defensive threshold: 30
15:47:41
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:47:41
SQ
-> Behavior picked: Idle (1)
15:47:42
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:47:42
SQ
* ---------------------------------------------------
15:47:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:42
SQ
Turn started for Wiederganger
15:47:42
SQ
*
15:47:42
SQ
* Wiederganger: Starting turn.
15:47:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:43
SQ
defensive score: 0.195918
15:47:43
SQ
defensive threshold: 30
15:47:43
SQ
-> Behaviors to pick from:
Engage.Melee (569.25)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (569.25)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:47:43
SQ
-> Behavior picked: Engage.Melee (569.25)
15:47:43
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:47:43
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:44
SQ
Adding terrain effect: terrain.swamp
15:47:44
SQ
* Wiederganger: Reached engage destination
15:47:44
SQ
defensive score: 0.195918
15:47:44
SQ
defensive threshold: 30
15:47:44
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:47:44
SQ
-> Behavior picked: Idle (1)
15:47:44
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:44
SQ
* ---------------------------------------------------
15:47:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:44
SQ
Turn started for Wiederganger
15:47:44
SQ
*
15:47:44
SQ
* Wiederganger: Starting turn.
15:47:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:44
SQ
defensive score: 0.195918
15:47:44
SQ
defensive threshold: 30
15:47:44
SQ
-> Behaviors to pick from:
Engage.Melee (660)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (660)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:47:44
SQ
-> Behavior picked: Engage.Melee (660)
15:47:45
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:47:45
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:46
SQ
Adding terrain effect: terrain.swamp
15:47:46
SQ
* Wiederganger: Reached engage destination
15:47:46
SQ
defensive score: 0.195918
15:47:46
SQ
defensive threshold: 30
15:47:46
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:47:46
SQ
-> Behavior picked: Idle (1)
15:47:46
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:47:46
SQ
* ---------------------------------------------------
15:47:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:47:46
SQ
Turn started for Wiederganger
15:47:46
SQ
*
15:47:46
SQ
* Wiederganger: Starting turn.
15:47:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:47:47
SQ
defensive score: 0.195918
15:47:47
SQ
defensive threshold: 30
15:47:47
SQ
-> Behaviors to pick from:
Engage.Melee (1023)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (1023)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:47:47
SQ
-> Behavior picked: Engage.Melee (1023)
15:47:47
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
15:47:47
SQ
Skill [Swamp] removed from [Wiederganger].
15:47:47
SQ
* Wiederganger: Reached engage destination
15:47:47
SQ
defensive score: 0.195918
15:47:47
SQ
defensive threshold: 30
15:47:47
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:47:47
SQ
-> Behavior picked: Idle (1)
15:47:47
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:47:47
SQ
* ---------------------------------------------------
15:47:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:47:47
SQ
Turn started for Gunnar the Hound
15:47:47
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
15:47:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:47:50
SQ
[Gunnar the Hound] executes skill [Spearwall] on target [Gunnar the Hound]
15:47:50
SQ
Gunnar the Hound uses skill Spearwall
15:47:51
SQ
Skill [Rallied] removed from [Gunnar the Hound].
15:47:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:47:52
SQ
Turn started for Palaemon the Oldguard
15:47:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:48:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:48:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:48:09
SQ
Skill [Rallied] removed from [Winrich].
15:48:09
SQ
INFO: Next round issued: 6
15:48:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:48:09
SQ
Turn started for Ragnar the Blade
15:48:09
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:48:09
SQ
knocking away visible entity
15:48:10
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:48:10
SQ
Adding terrain effect: terrain.swamp
15:48:10
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:48:11
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:48:17
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:48:17
SQ
Ragnar the Blade uses skill Quick Shot
15:48:19
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:48:19
SQ
Ragnar the Blade uses skill Quick Shot
15:48:19
SQ
Wiederganger has died.
15:48:20
Resource
Loading: music/undead_01.music
15:48:20
Resource
Unloading: music/undead_02.music
15:48:21
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:48:21
SQ
Ragnar the Blade uses skill Quick Shot
15:48:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:48:22
SQ
Turn started for Thorismund Balduric
15:48:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:48:27
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Wiederganger]
15:48:27
SQ
Thorismund Balduric uses skill Shoot Bolt
15:48:28
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:48:28
SQ
Thorismund Balduric uses skill Reload
15:48:28
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:48:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:48:28
SQ
Turn started for Bjarne
15:48:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:48:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:48:31
SQ
Turn started for Gothart
15:48:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:48:34
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Wiederganger]
15:48:34
SQ
Gothart uses skill Shoot Heavy Bolt
15:48:35
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:48:35
SQ
Gothart uses skill Reload
15:48:35
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:48:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:48:35
SQ
Turn started for Winrich
15:48:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:48:38
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
15:48:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:48:38
SQ
Turn started for Wiederganger
15:48:38
SQ
*
15:48:38
SQ
* Wiederganger: Starting turn.
15:48:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:48:38
SQ
defensive score: 0.170667
15:48:38
SQ
defensive threshold: 30
15:48:38
SQ
-> Behaviors to pick from:
Engage.Melee (852.5)(*), Idle (1), BreakFree (0), Attack.Default (0), Roam (0)
Engage.Melee (852.5)(*), Idle (1), BreakFree (0), Attack.Default (0), Roam (0)
15:48:38
SQ
-> Behavior picked: Engage.Melee (852.5)
15:48:38
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:48:39
SQ
Adding terrain effect: terrain.swamp
15:48:39
SQ
* Wiederganger: Reached engage destination
15:48:39
SQ
defensive score: 0.170667
15:48:39
SQ
defensive threshold: 30
15:48:39
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Default (0), Roam (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Attack.Default (0), Roam (0), Engage.Melee (0)
15:48:39
SQ
-> Behavior picked: Idle (1)
15:48:39
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:48:39
SQ
* ---------------------------------------------------
15:48:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:48:39
SQ
Turn started for Wiederganger
15:48:39
SQ
*
15:48:39
SQ
* Wiederganger: Starting turn.
15:48:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:48:40
SQ
defensive score: 0.170667
15:48:40
SQ
defensive threshold: 30
15:48:40
SQ
-> Behaviors to pick from:
Engage.Melee (960)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (960)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:48:40
SQ
-> Behavior picked: Engage.Melee (960)
15:48:40
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:48:40
SQ
Skill [Swamp] removed from [Wiederganger].
15:48:40
SQ
Skill [Hidden] removed from [Wiederganger].
15:48:40
SQ
Adding terrain effect: terrain.swamp
15:48:40
SQ
* Wiederganger: Reached engage destination
15:48:40
SQ
defensive score: 0.170667
15:48:40
SQ
defensive threshold: 30
15:48:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:48:40
SQ
-> Behavior picked: Idle (1)
15:48:41
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:48:41
SQ
* ---------------------------------------------------
15:48:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:48:41
SQ
Turn started for Svein
15:48:41
SQ
Skill [Spearwall] removed from [Svein].
15:48:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:48:43
SQ
[Svein] executes skill [Spearwall] on target [Svein]
15:48:43
SQ
Svein uses skill Spearwall
15:48:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:48:44
SQ
Turn started for Wiederganger
15:48:44
SQ
*
15:48:44
SQ
* Wiederganger: Starting turn.
15:48:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:48:45
SQ
defensive score: 0.170667
15:48:45
SQ
defensive threshold: 30
15:48:45
SQ
-> Behaviors to pick from:
Engage.Melee (473.478)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (473.478)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:48:45
SQ
-> Behavior picked: Engage.Melee (473.478)
15:48:45
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:48:46
SQ
* Wiederganger: Reached engage destination
15:48:47
SQ
defensive score: 0.170667
15:48:47
SQ
defensive threshold: 30
15:48:47
SQ
-> Behaviors to pick from:
Engage.Melee (473.478)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (473.478)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:48:47
SQ
-> Behavior picked: Engage.Melee (473.478)
15:48:47
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:48:48
SQ
* Wiederganger: Reached engage destination
15:48:50
SQ
defensive score: 0.170667
15:48:50
SQ
defensive threshold: 30
15:48:50
SQ
-> Behaviors to pick from:
Engage.Melee (473.478)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (473.478)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:48:50
SQ
-> Behavior picked: Engage.Melee (473.478)
15:48:50
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:48:50
SQ
* Wiederganger: Reached engage destination
15:48:52
SQ
defensive score: 0.170667
15:48:52
SQ
defensive threshold: 30
15:48:52
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:48:52
SQ
-> Behavior picked: Idle (1)
15:48:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:48:52
SQ
* ---------------------------------------------------
15:48:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:48:52
SQ
Turn started for Wiederganger
15:48:52
SQ
*
15:48:52
SQ
* Wiederganger: Starting turn.
15:48:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:48:52
SQ
defensive score: 0.170667
15:48:52
SQ
defensive threshold: 30
15:48:52
SQ
-> Behaviors to pick from:
Engage.Melee (517.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (517.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:48:52
SQ
-> Behavior picked: Engage.Melee (517.5)
15:48:53
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:48:53
SQ
Skill [Swamp] removed from [Wiederganger].
15:48:53
SQ
Adding terrain effect: terrain.swamp
15:48:53
SQ
Skill [Swamp] removed from [Wiederganger].
15:48:53
SQ
* Wiederganger: Reached engage destination
15:48:54
SQ
Adding terrain effect: terrain.swamp
15:48:55
SQ
defensive score: 0.170667
15:48:55
SQ
defensive threshold: 30
15:48:55
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:48:55
SQ
-> Behavior picked: Idle (1)
15:48:55
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:48:55
SQ
* ---------------------------------------------------
15:48:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:48:55
SQ
Turn started for Wiederganger
15:48:55
SQ
*
15:48:55
SQ
* Wiederganger: Starting turn.
15:48:56
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:48:56
SQ
defensive score: 0.170667
15:48:56
SQ
defensive threshold: 30
15:48:56
SQ
-> Behaviors to pick from:
Engage.Melee (473.478)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (473.478)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:48:56
SQ
-> Behavior picked: Engage.Melee (473.478)
15:48:56
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:48:56
SQ
Skill [Swamp] removed from [Wiederganger].
15:48:57
SQ
* Wiederganger: Reached engage destination
15:48:57
SQ
Adding terrain effect: terrain.swamp
15:48:58
SQ
defensive score: 0.170667
15:48:58
SQ
defensive threshold: 30
15:48:58
SQ
-> Behaviors to pick from:
Engage.Melee (473.478)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (473.478)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:48:58
SQ
-> Behavior picked: Engage.Melee (473.478)
15:48:58
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:48:58
SQ
Skill [Swamp] removed from [Wiederganger].
15:48:59
SQ
* Wiederganger: Reached engage destination
15:48:59
SQ
defensive score: 0.159289
15:48:59
SQ
defensive threshold: 30
15:48:59
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:48:59
SQ
-> Behavior picked: Idle (1)
15:48:59
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:48:59
SQ
* ---------------------------------------------------
15:48:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:48:59
SQ
Turn started for Gerhard
15:48:59
SQ
Skill [Spearwall] removed from [Gerhard].
15:49:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:49:02
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:49:02
SQ
Gerhard uses skill Spearwall
15:49:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:03
SQ
Turn started for Wiederganger
15:49:03
SQ
*
15:49:03
SQ
* Wiederganger: Starting turn.
15:49:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:04
SQ
defensive score: 0.159289
15:49:04
SQ
defensive threshold: 30
15:49:04
SQ
-> Behaviors to pick from:
Engage.Melee (521.4)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (521.4)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:49:04
SQ
-> Behavior picked: Engage.Melee (521.4)
15:49:04
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:49:04
SQ
Skill [Swamp] removed from [Wiederganger].
15:49:05
SQ
Adding terrain effect: terrain.swamp
15:49:05
SQ
* Wiederganger: Reached engage destination
15:49:05
SQ
defensive score: 0.159289
15:49:05
SQ
defensive threshold: 30
15:49:05
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:49:05
SQ
-> Behavior picked: Idle (1)
15:49:05
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:49:05
SQ
* ---------------------------------------------------
15:49:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:05
SQ
Turn started for Wiederganger
15:49:06
SQ
*
15:49:06
SQ
* Wiederganger: Starting turn.
15:49:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:06
SQ
defensive score: 0.159289
15:49:06
SQ
defensive threshold: 30
15:49:06
SQ
-> Behaviors to pick from:
Engage.Melee (331.034)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (331.034)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:49:06
SQ
-> Behavior picked: Engage.Melee (331.034)
15:49:06
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:49:06
SQ
Skill [Swamp] removed from [Wiederganger].
15:49:07
SQ
Adding terrain effect: terrain.swamp
15:49:07
SQ
* Wiederganger: Reached engage destination
15:49:07
SQ
defensive score: 0.159289
15:49:07
SQ
defensive threshold: 30
15:49:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:49:07
SQ
-> Behavior picked: Idle (1)
15:49:07
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:49:07
SQ
* ---------------------------------------------------
15:49:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:08
SQ
Turn started for Wiederganger
15:49:08
SQ
*
15:49:08
SQ
* Wiederganger: Starting turn.
15:49:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:08
SQ
defensive score: 0.159289
15:49:08
SQ
defensive threshold: 30
15:49:08
SQ
-> Behaviors to pick from:
Engage.Melee (1140)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (1140)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:49:08
SQ
-> Behavior picked: Engage.Melee (1140)
15:49:08
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (not visible), accepted_distance=0
15:49:08
SQ
Skill [Swamp] removed from [Wiederganger].
15:49:08
SQ
Adding terrain effect: terrain.swamp
15:49:08
SQ
* Wiederganger: Reached engage destination
15:49:08
SQ
defensive score: 0.159289
15:49:08
SQ
defensive threshold: 30
15:49:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:49:08
SQ
-> Behavior picked: Idle (1)
15:49:08
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:49:08
SQ
* ---------------------------------------------------
15:49:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:49:08
SQ
Turn started for Alfgeir
15:49:08
SQ
Skill [Spearwall] removed from [Alfgeir].
15:49:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:49:11
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:49:11
SQ
Alfgeir uses skill Thrust
15:49:13
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:49:13
SQ
Alfgeir uses skill Thrust
15:49:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:13
SQ
Turn started for Wiederganger
15:49:13
SQ
*
15:49:13
SQ
* Wiederganger: Starting turn.
15:49:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:13
SQ
defensive score: 0.159289
15:49:13
SQ
defensive threshold: 30
15:49:13
SQ
-> Behaviors to pick from:
Engage.Melee (540.833)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (540.833)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:49:13
SQ
-> Behavior picked: Engage.Melee (540.833)
15:49:14
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:49:14
SQ
Skill [Swamp] removed from [Wiederganger].
15:49:15
SQ
* Wiederganger: Reached engage destination
15:49:15
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:49:15
SQ
-> Behavior picked: Idle (1)
15:49:15
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:49:15
SQ
* ---------------------------------------------------
15:49:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:15
SQ
Turn started for Wiederganger
15:49:15
SQ
*
15:49:15
SQ
* Wiederganger: Starting turn.
15:49:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:16
SQ
-> Behaviors to pick from:
Engage.Melee (408.571)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (408.571)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:49:16
SQ
-> Behavior picked: Engage.Melee (408.571)
15:49:16
SQ
* Wiederganger: Engaging to melee range with Palaemon the Oldguard (visible), accepted_distance=0
15:49:16
SQ
Skill [Swamp] removed from [Wiederganger].
15:49:17
SQ
Adding terrain effect: terrain.swamp
15:49:17
SQ
* Wiederganger: Reached engage destination
15:49:17
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:49:17
SQ
-> Behavior picked: Idle (1)
15:49:17
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:49:17
SQ
* ---------------------------------------------------
15:49:17
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:17
SQ
Turn started for Wiederganger
15:49:17
SQ
*
15:49:17
SQ
* Wiederganger: Starting turn.
15:49:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:18
SQ
-> Behaviors to pick from:
Engage.Melee (478.571)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (478.571)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:49:18
SQ
-> Behavior picked: Engage.Melee (478.571)
15:49:18
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:49:18
SQ
Skill [Swamp] removed from [Wiederganger].
15:49:19
SQ
Adding terrain effect: terrain.swamp
15:49:19
SQ
* Wiederganger: Reached engage destination
15:49:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:49:19
SQ
-> Behavior picked: Idle (1)
15:49:19
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:49:19
SQ
* ---------------------------------------------------
15:49:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:49:20
SQ
Turn started for Torleif
15:49:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:49:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:24
SQ
Turn started for Wiederganger
15:49:24
SQ
*
15:49:24
SQ
* Wiederganger: Starting turn.
15:49:24
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:24
SQ
-> Behaviors to pick from:
Engage.Melee (544.737)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (544.737)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:49:24
SQ
-> Behavior picked: Engage.Melee (544.737)
15:49:25
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:49:25
SQ
Skill [Swamp] removed from [Wiederganger].
15:49:26
SQ
Adding terrain effect: terrain.swamp
15:49:26
SQ
* Wiederganger: Reached engage destination
15:49:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:49:26
SQ
-> Behavior picked: Idle (1)
15:49:26
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:49:26
SQ
* ---------------------------------------------------
15:49:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:26
SQ
Turn started for Wiederganger
15:49:26
SQ
*
15:49:26
SQ
* Wiederganger: Starting turn.
15:49:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:27
SQ
-> Behaviors to pick from:
Engage.Melee (547.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (547.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:49:27
SQ
-> Behavior picked: Engage.Melee (547.5)
15:49:27
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:49:27
SQ
Skill [Swamp] removed from [Wiederganger].
15:49:28
SQ
Adding terrain effect: terrain.swamp
15:49:28
SQ
* Wiederganger: Reached engage destination
15:49:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:49:28
SQ
-> Behavior picked: Idle (1)
15:49:28
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:49:28
SQ
* ---------------------------------------------------
15:49:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:49:28
SQ
Turn started for Wiederganger
15:49:28
SQ
*
15:49:28
SQ
* Wiederganger: Starting turn.
15:49:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:49:29
SQ
-> Behaviors to pick from:
Engage.Melee (1089)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (1089)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:49:29
SQ
-> Behavior picked: Engage.Melee (1089)
15:49:29
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
15:49:29
SQ
Adding terrain effect: terrain.swamp
15:49:29
SQ
* Wiederganger: Reached engage destination
15:49:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:49:29
SQ
-> Behavior picked: Idle (1)
15:49:29
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:49:29
SQ
* ---------------------------------------------------
15:49:29
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:49:29
SQ
Turn started for Palaemon the Oldguard
15:49:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:49:33
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
15:49:33
SQ
Palaemon the Oldguard uses skill Rally the Troops
15:49:33
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
15:49:33
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:49:33
SQ
Turn started for Gunnar the Hound
15:49:33
SQ
Skill [Spearwall] removed from [Gunnar the Hound].
15:49:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:49:36
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:49:36
SQ
Gunnar the Hound uses skill Thrust
15:49:38
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:49:38
SQ
Gunnar the Hound uses skill Thrust
15:49:38
SQ
Wiederganger has died.
15:49:38
SQ
Skill [Rallied] removed from [Gunnar the Hound].
15:49:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:49:38
SQ
Turn started for Alantyr the Swift
15:49:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:49:43
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:49:43
SQ
Alantyr the Swift uses skill Quick Shot
15:49:43
SQ
Wiederganger has died.
15:49:46
SQ
[Alantyr the Swift] executes skill [Quick Shot] on target [Wiederganger]
15:49:46
SQ
Alantyr the Swift uses skill Quick Shot
15:49:46
SQ
Wiederganger has died.
15:49:49
UI
equip item: 57359757
15:49:52
SQ
Skill [Rallied] removed from [Alantyr the Swift].
15:49:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:49:52
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:49:55
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:49:55
SQ
Winrich uses skill Slash
15:49:55
SQ
Wiederganger has died.
15:49:58
SQ
Skill [Rallied] removed from [Winrich].
15:49:58
SQ
INFO: Next round issued: 7
15:49:58
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:49:58
SQ
Turn started for Thorismund Balduric
15:49:58
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:49:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:50:03
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Wiederganger]
15:50:03
SQ
Thorismund Balduric uses skill Shoot Bolt
15:50:04
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:50:04
SQ
Thorismund Balduric uses skill Reload
15:50:04
SQ
Skill [Rallied] removed from [Thorismund Balduric].
15:50:04
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:50:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:50:04
SQ
Turn started for Gothart
15:50:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:50:10
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Wiederganger]
15:50:10
SQ
Gothart uses skill Shoot Heavy Bolt
15:50:11
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:50:11
SQ
Gothart uses skill Reload
15:50:11
SQ
Skill [Rallied] removed from [Gothart].
15:50:11
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:50:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:50:12
SQ
Turn started for Bjarne
15:50:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:50:15
SQ
Skill [Rallied] removed from [Bjarne].
15:50:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:50:16
SQ
Turn started for Ragnar the Blade
15:50:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:50:21
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:50:21
SQ
Ragnar the Blade uses skill Quick Shot
15:50:22
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:50:22
SQ
Ragnar the Blade uses skill Quick Shot
15:50:23
SQ
Wiederganger has died.
15:50:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: false)
15:50:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:50:26
SQ
[Ragnar the Blade] executes skill [Quick Shot] on target [Wiederganger]
15:50:26
SQ
Ragnar the Blade uses skill Quick Shot
15:50:26
SQ
Skill [Rallied] removed from [Ragnar the Blade].
15:50:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:50:26
SQ
Turn started for Alfgeir
15:50:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:50:29
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:50:29
SQ
Alfgeir uses skill Thrust
15:50:31
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:50:31
SQ
Alfgeir uses skill Thrust
15:50:31
SQ
Skill [Rallied] removed from [Alfgeir].
15:50:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:50:31
SQ
Turn started for Gerhard
15:50:31
SQ
Skill [Spearwall] removed from [Gerhard].
15:50:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:50:40
SQ
Adding terrain effect: terrain.swamp
15:50:40
SQ
Skill [Rallied] removed from [Gerhard].
15:50:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:50:40
SQ
Turn started for Torleif
15:50:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:50:43
SQ
Skill [Swamp] removed from [Torleif].
15:50:44
SQ
Skill [Rallied] removed from [Torleif].
15:50:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:50:45
SQ
Turn started for Wiederganger
15:50:45
SQ
*
15:50:45
SQ
* Wiederganger: Starting turn.
15:50:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:50:45
SQ
defensive score: 0.480841
15:50:45
SQ
defensive threshold: 30
15:50:45
SQ
-> Behaviors to pick from:
Engage.Melee (285)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (285)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:50:45
SQ
-> Behavior picked: Engage.Melee (285)
15:50:46
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:50:46
SQ
* Wiederganger: Reached engage destination
15:50:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:50:46
SQ
-> Behavior picked: Idle (1)
15:50:46
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:50:46
SQ
* ---------------------------------------------------
15:50:47
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:50:47
SQ
Turn started for Wiederganger
15:50:47
SQ
*
15:50:47
SQ
* Wiederganger: Starting turn.
15:50:47
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:50:47
SQ
-> Behaviors to pick from:
Engage.Melee (402)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (402)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:50:47
SQ
-> Behavior picked: Engage.Melee (402)
15:50:48
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:50:48
SQ
Skill [Swamp] removed from [Wiederganger].
15:50:48
SQ
* Wiederganger: Reached engage destination
15:50:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:50:48
SQ
-> Behavior picked: Idle (1)
15:50:48
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:50:48
SQ
* ---------------------------------------------------
15:50:49
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:50:49
SQ
Turn started for Gunnar the Hound
15:50:49
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:50:52
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:50:52
SQ
Gunnar the Hound uses skill Thrust
15:50:53
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:50:53
SQ
Gunnar the Hound uses skill Thrust
15:50:53
SQ
Wiederganger has died.
15:50:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:50:53
SQ
Turn started for Wiederganger
15:50:53
SQ
*
15:50:53
SQ
* Wiederganger: Starting turn.
15:50:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:50:54
SQ
defensive score: 0.576
15:50:54
SQ
defensive threshold: 30
15:50:54
SQ
-> Behaviors to pick from:
Engage.Melee (412.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (412.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:50:54
SQ
-> Behavior picked: Engage.Melee (412.5)
15:50:54
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:50:55
SQ
* Wiederganger: Reached engage destination
15:50:55
SQ
-> Behaviors to pick from:
Attack.Default (60.8715)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (60.8715)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
15:50:55
SQ
-> Behavior picked: Attack.Default (60.8715)
15:50:56
SQ
* Wiederganger: Using Thrust against Alfgeir!
15:50:56
SQ
Wiederganger uses skill Thrust
15:50:56
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
15:50:56
SQ
-> Behavior picked: Idle (1)
15:50:56
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:50:56
SQ
* ---------------------------------------------------
15:50:57
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:50:57
SQ
Turn started for Winrich
15:50:57
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:51:02
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:51:02
SQ
Winrich uses skill Slash
15:51:02
SQ
Wiederganger has died.
15:51:07
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
15:51:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:51:07
SQ
Turn started for Wiederganger
15:51:07
SQ
*
15:51:07
SQ
* Wiederganger: Starting turn.
15:51:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:51:07
SQ
-> Behaviors to pick from:
Engage.Melee (318.621)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (318.621)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:51:07
SQ
-> Behavior picked: Engage.Melee (318.621)
15:51:08
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:51:08
SQ
Skill [Swamp] removed from [Wiederganger].
15:51:08
SQ
* Wiederganger: Reached engage destination
15:51:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:51:08
SQ
-> Behavior picked: Idle (1)
15:51:08
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:51:08
SQ
* ---------------------------------------------------
15:51:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:51:09
SQ
Turn started for Wiederganger
15:51:09
SQ
*
15:51:09
SQ
* Wiederganger: Starting turn.
15:51:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:51:09
SQ
-> Behaviors to pick from:
Engage.Melee (373.421)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (373.421)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:51:09
SQ
-> Behavior picked: Engage.Melee (373.421)
15:51:10
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:51:10
SQ
Skill [Swamp] removed from [Wiederganger].
15:51:10
SQ
* Wiederganger: Reached engage destination
15:51:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:51:10
SQ
-> Behavior picked: Idle (1)
15:51:11
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:51:11
SQ
* ---------------------------------------------------
15:51:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:51:11
SQ
Turn started for Wiederganger
15:51:11
SQ
*
15:51:11
SQ
* Wiederganger: Starting turn.
15:51:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:51:11
SQ
-> Behaviors to pick from:
Engage.Melee (930)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (930)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:51:11
SQ
-> Behavior picked: Engage.Melee (930)
15:51:11
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:51:11
SQ
Skill [Swamp] removed from [Wiederganger].
15:51:11
SQ
Adding terrain effect: terrain.swamp
15:51:11
SQ
* Wiederganger: Reached engage destination
15:51:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:51:11
SQ
-> Behavior picked: Idle (1)
15:51:11
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:51:11
SQ
* ---------------------------------------------------
15:51:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:51:12
SQ
Turn started for Wiederganger
15:51:12
SQ
*
15:51:12
SQ
* Wiederganger: Starting turn.
15:51:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:51:12
SQ
-> Behaviors to pick from:
Engage.Melee (348)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (348)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:51:12
SQ
-> Behavior picked: Engage.Melee (348)
15:51:13
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:51:13
SQ
Skill [Swamp] removed from [Wiederganger].
15:51:13
SQ
Adding terrain effect: terrain.swamp
15:51:13
SQ
* Wiederganger: Reached engage destination
15:51:13
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:51:13
SQ
-> Behavior picked: Idle (1)
15:51:14
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:51:14
SQ
* ---------------------------------------------------
15:51:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:51:14
SQ
Turn started for Wiederganger
15:51:14
SQ
*
15:51:14
SQ
* Wiederganger: Starting turn.
15:51:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:51:14
SQ
-> Behaviors to pick from:
Engage.Melee (382.8)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (382.8)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:51:14
SQ
-> Behavior picked: Engage.Melee (382.8)
15:51:15
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:51:15
SQ
Skill [Swamp] removed from [Wiederganger].
15:51:15
SQ
Adding terrain effect: terrain.swamp
15:51:15
SQ
* Wiederganger: Reached engage destination
15:51:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:51:16
SQ
-> Behavior picked: Idle (1)
15:51:16
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:51:16
SQ
* ---------------------------------------------------
15:51:16
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:51:16
SQ
Turn started for Wiederganger
15:51:16
SQ
*
15:51:16
SQ
* Wiederganger: Starting turn.
15:51:17
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:51:17
SQ
-> Behaviors to pick from:
Engage.Melee (357.692)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (357.692)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:51:17
SQ
-> Behavior picked: Engage.Melee (357.692)
15:51:17
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:51:17
SQ
Skill [Swamp] removed from [Wiederganger].
15:51:18
SQ
Adding terrain effect: terrain.swamp
15:51:18
SQ
* Wiederganger: Reached engage destination
15:51:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:51:18
SQ
-> Behavior picked: Idle (1)
15:51:18
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:51:18
SQ
* ---------------------------------------------------
15:51:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:51:18
SQ
Turn started for Wiederganger
15:51:18
SQ
*
15:51:18
SQ
* Wiederganger: Starting turn.
15:51:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:51:19
SQ
-> Behaviors to pick from:
Engage.Melee (693)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (693)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:51:19
SQ
-> Behavior picked: Engage.Melee (693)
15:51:19
SQ
* Wiederganger: Engaging to melee range with Svein (not visible), accepted_distance=0
15:51:19
SQ
Skill [Swamp] removed from [Wiederganger].
15:51:19
SQ
Skill [Hidden] removed from [Wiederganger].
15:51:19
SQ
Adding terrain effect: terrain.swamp
15:51:19
SQ
* Wiederganger: Reached engage destination
15:51:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:51:19
SQ
-> Behavior picked: Idle (1)
15:51:19
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:51:19
SQ
* ---------------------------------------------------
15:51:19
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:51:19
SQ
Turn started for Svein
15:51:19
SQ
Skill [Spearwall] removed from [Svein].
15:51:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:51:26
SQ
[Svein] executes skill [Spearwall] on target [Svein]
15:51:26
SQ
Svein uses skill Spearwall
15:51:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:51:27
SQ
Turn started for Alantyr the Swift
15:51:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:51:37
SQ
Skill [Swamp] removed from [Alantyr the Swift].
15:51:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:51:39
SQ
Turn started for Palaemon the Oldguard
15:51:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:51:42
SQ
[Palaemon the Oldguard] executes skill [Rally the Troops] on target [Palaemon the Oldguard]
15:51:42
SQ
Palaemon the Oldguard uses skill Rally the Troops
15:51:42
SQ
Skill [Rallied] removed from [Palaemon the Oldguard].
15:51:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:51:42
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:51:45
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:51:45
SQ
Winrich uses skill Slash
15:51:45
SQ
Wiederganger has died.
15:51:48
SQ
Skill [Rallied] removed from [Winrich].
15:51:48
SQ
INFO: Next round issued: 8
15:51:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:51:48
SQ
Turn started for Thorismund Balduric
15:51:48
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:51:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:51:52
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Wiederganger]
15:51:52
SQ
Thorismund Balduric uses skill Shoot Bolt
15:51:52
SQ
Wiederganger has died.
15:51:53
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:51:53
SQ
Thorismund Balduric uses skill Reload
15:51:54
SQ
Skill [Rallied] removed from [Thorismund Balduric].
15:51:54
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:51:54
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:51:54
SQ
Turn started for Ragnar the Blade
15:51:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:51:58
SQ
[Ragnar the Blade] executes skill [Aimed Shot] on target [Wiederganger]
15:51:58
SQ
Ragnar the Blade uses skill Aimed Shot
15:52:00
SQ
Skill [Rallied] removed from [Ragnar the Blade].
15:52:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:52:00
SQ
Turn started for Gothart
15:52:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:52:03
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Wiederganger]
15:52:03
SQ
Gothart uses skill Shoot Heavy Bolt
15:52:04
SQ
[Gothart] executes skill [Reload] on target [Gothart]
15:52:04
SQ
Gothart uses skill Reload
15:52:04
SQ
Skill [Rallied] removed from [Gothart].
15:52:04
UI
ERROR: Failed to query entity skills data for entity (1523441). Reason: Invalid result.
15:52:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:52:05
SQ
Turn started for Bjarne
15:52:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:52:07
SQ
Skill [Swamp] removed from [Bjarne].
15:52:08
SQ
Skill [Rallied] removed from [Bjarne].
15:52:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:52:09
SQ
Turn started for Gunnar the Hound
15:52:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:52:12
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:52:12
SQ
Gunnar the Hound uses skill Thrust
15:52:12
SQ
Wiederganger has died.
15:52:14
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:52:14
SQ
Gunnar the Hound uses skill Thrust
15:52:14
SQ
Wiederganger has died.
15:52:14
SQ
Skill [Rallied] removed from [Gunnar the Hound].
15:52:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:52:14
SQ
Turn started for Gerhard
15:52:15
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:52:19
SQ
Skill [Swamp] removed from [Gerhard].
15:52:20
SQ
Adding terrain effect: terrain.swamp
15:52:22
SQ
Skill [Rallied] removed from [Gerhard].
15:52:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:52:22
SQ
Turn started for Alfgeir
15:52:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:52:25
SQ
[Alfgeir] executes skill [Spearwall] on target [Alfgeir]
15:52:25
SQ
Alfgeir uses skill Spearwall
15:52:26
SQ
Skill [Rallied] removed from [Alfgeir].
15:52:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:52:26
SQ
Turn started for Torleif
15:52:26
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:52:30
SQ
Skill [Rallied] removed from [Torleif].
15:52:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:52:30
SQ
Turn started for Alantyr the Swift
15:52:31
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:52:40
SQ
Skill [Rallied] removed from [Alantyr the Swift].
15:52:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:52:41
SQ
Turn started for Wiederganger
15:52:41
SQ
*
15:52:41
SQ
* Wiederganger: Starting turn.
15:52:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:52:41
SQ
defensive score: 4
15:52:41
SQ
defensive threshold: 30
15:52:41
SQ
-> Behaviors to pick from:
Engage.Melee (313.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (313.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:52:41
SQ
-> Behavior picked: Engage.Melee (313.5)
15:52:41
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:52:42
SQ
Wiederganger has died.
15:52:42
SQ
* Wiederganger: Stopped before reaching destination
15:52:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:52:43
SQ
Turn started for Winrich
15:52:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:52:59
SQ
TurnSequenceBar::entityWaitTurn(Winrich)
15:52:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:52:59
SQ
Turn started for Wiederganger
15:52:59
SQ
*
15:52:59
SQ
* Wiederganger: Starting turn.
15:53:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:53:00
SQ
defensive score: 5.76
15:53:00
SQ
defensive threshold: 30
15:53:00
SQ
-> Behaviors to pick from:
Engage.Melee (290.25)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (290.25)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:53:00
SQ
-> Behavior picked: Engage.Melee (290.25)
15:53:00
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:53:01
SQ
* Wiederganger: Reached engage destination
15:53:02
SQ
defensive score: 5.76
15:53:02
SQ
defensive threshold: 30
15:53:02
SQ
-> Behaviors to pick from:
Engage.Melee (290.25)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (290.25)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:53:02
SQ
-> Behavior picked: Engage.Melee (290.25)
15:53:02
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:53:03
SQ
* Wiederganger: Reached engage destination
15:53:04
SQ
defensive score: 5.76
15:53:04
SQ
defensive threshold: 30
15:53:04
SQ
-> Behaviors to pick from:
Engage.Melee (290.25)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (290.25)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:53:04
SQ
-> Behavior picked: Engage.Melee (290.25)
15:53:04
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:53:05
SQ
* Wiederganger: Reached engage destination
15:53:06
SQ
defensive score: 5.76
15:53:06
SQ
defensive threshold: 30
15:53:06
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:53:06
SQ
-> Behavior picked: Idle (1)
15:53:06
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:53:06
SQ
* ---------------------------------------------------
15:53:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:53:07
SQ
Turn started for Wiederganger
15:53:07
SQ
*
15:53:07
SQ
* Wiederganger: Starting turn.
15:53:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:53:07
SQ
defensive score: 5.76
15:53:07
SQ
defensive threshold: 30
15:53:07
SQ
-> Behaviors to pick from:
Engage.Melee (420)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (420)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:53:07
SQ
-> Behavior picked: Engage.Melee (420)
15:53:07
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:53:07
SQ
Skill [Swamp] removed from [Wiederganger].
15:53:07
SQ
Skill [Hidden] removed from [Wiederganger].
15:53:07
SQ
Adding terrain effect: terrain.swamp
15:53:07
SQ
* Wiederganger: Reached engage destination
15:53:08
SQ
defensive score: 5.76
15:53:08
SQ
defensive threshold: 30
15:53:08
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:53:08
SQ
-> Behavior picked: Idle (1)
15:53:08
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:53:08
SQ
* ---------------------------------------------------
15:53:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:53:08
SQ
Turn started for Wiederganger
15:53:08
SQ
*
15:53:08
SQ
* Wiederganger: Starting turn.
15:53:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:53:09
SQ
defensive score: 5.76
15:53:09
SQ
defensive threshold: 30
15:53:09
SQ
-> Behaviors to pick from:
Engage.Melee (289.615)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (289.615)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:53:09
SQ
-> Behavior picked: Engage.Melee (289.615)
15:53:09
SQ
* Wiederganger: Engaging to melee range with Gunnar the Hound (visible), accepted_distance=0
15:53:09
SQ
Skill [Swamp] removed from [Wiederganger].
15:53:10
SQ
Adding terrain effect: terrain.swamp
15:53:10
SQ
* Wiederganger: Reached engage destination
15:53:10
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:53:10
SQ
-> Behavior picked: Idle (1)
15:53:10
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:53:10
SQ
* ---------------------------------------------------
15:53:10
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:53:10
SQ
Turn started for Wiederganger
15:53:10
SQ
*
15:53:10
SQ
* Wiederganger: Starting turn.
15:53:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:53:11
SQ
-> Behaviors to pick from:
Engage.Melee (298.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (298.5)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:53:11
SQ
-> Behavior picked: Engage.Melee (298.5)
15:53:11
SQ
* Wiederganger: Engaging to melee range with Alfgeir (visible), accepted_distance=0
15:53:11
SQ
Skill [Swamp] removed from [Wiederganger].
15:53:12
SQ
* Wiederganger: Reached engage destination
15:53:13
SQ
Adding terrain effect: terrain.swamp
15:53:13
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:53:13
SQ
-> Behavior picked: Idle (1)
15:53:13
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:53:13
SQ
* ---------------------------------------------------
15:53:14
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:53:14
SQ
Turn started for Wiederganger
15:53:14
SQ
*
15:53:14
SQ
* Wiederganger: Starting turn.
15:53:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:53:14
SQ
-> Behaviors to pick from:
Engage.Melee (433.125)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (433.125)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:53:14
SQ
-> Behavior picked: Engage.Melee (433.125)
15:53:14
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:53:14
SQ
Skill [Swamp] removed from [Wiederganger].
15:53:15
SQ
Adding terrain effect: terrain.swamp
15:53:15
SQ
* Wiederganger: Reached engage destination
15:53:15
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:53:15
SQ
-> Behavior picked: Idle (1)
15:53:15
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:53:15
SQ
* ---------------------------------------------------
15:53:15
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:53:15
SQ
Turn started for Svein
15:53:15
SQ
Skill [Spearwall] removed from [Svein].
15:53:16
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:53:21
Resource
Loading: music/undead_02.music
15:53:21
Resource
Unloading: music/undead_01.music
15:53:23
SQ
Adding terrain effect: terrain.swamp
15:53:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:53:23
SQ
Turn started for Palaemon the Oldguard
15:53:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:53:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:53:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:53:36
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:53:36
SQ
Winrich uses skill Slash
15:53:38
SQ
INFO: Next round issued: 9
15:53:38
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:53:38
SQ
Turn started for Bjarne
15:53:38
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:53:39
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:53:39
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:53:41
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:53:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:53:46
SQ
Turn started for Ragnar the Blade
15:53:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:53:52
UI
equip item: 54568236
15:54:02
SQ
[Ragnar the Blade] executes skill [Impale] on target [Wiederganger]
15:54:02
SQ
Ragnar the Blade uses skill Impale
15:54:02
SQ
Wiederganger has died.
15:54:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:54:04
SQ
Turn started for Thorismund Balduric
15:54:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:54:11
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Wiederganger]
15:54:11
SQ
Thorismund Balduric uses skill Shoot Bolt
15:54:13
SQ
[Thorismund Balduric] executes skill [Reload] on target [Thorismund Balduric]
15:54:13
SQ
Thorismund Balduric uses skill Reload
15:54:13
UI
ERROR: Failed to query entity skills data for entity (22850). Reason: Invalid result.
15:54:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:54:13
SQ
Turn started for Gerhard
15:54:13
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:54:16
SQ
Skill [Swamp] removed from [Gerhard].
15:54:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:54:18
SQ
Turn started for Torleif
15:54:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:54:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:54:22
SQ
Turn started for Gothart
15:54:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:54:26
SQ
[Gothart] executes skill [Shoot Heavy Bolt] on target [Wiederganger]
15:54:26
SQ
Gothart uses skill Shoot Heavy Bolt
15:54:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:54:28
SQ
Turn started for Gunnar the Hound
15:54:29
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:54:33
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:54:33
SQ
Gunnar the Hound uses skill Thrust
15:54:34
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:54:34
SQ
Gunnar the Hound uses skill Thrust
15:54:35
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:54:35
SQ
Turn started for Alantyr the Swift
15:54:35
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:54:39
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:54:39
SQ
Turn started for Wiederganger
15:54:39
SQ
*
15:54:39
SQ
* Wiederganger: Starting turn.
15:54:40
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:54:40
SQ
-> Behaviors to pick from:
Attack.Default (61.6116)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (61.6116)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
15:54:40
SQ
-> Behavior picked: Attack.Default (61.6116)
15:54:40
SQ
* Wiederganger: Using Thrust against Winrich!
15:54:40
SQ
Wiederganger uses skill Thrust
15:54:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
15:54:40
SQ
-> Behavior picked: Idle (1)
15:54:41
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:54:41
SQ
* ---------------------------------------------------
15:54:41
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:54:41
SQ
Turn started for Winrich
15:54:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:54:43
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:54:43
SQ
Winrich uses skill Slash
15:54:43
SQ
Wiederganger has died.
15:54:48
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:54:48
SQ
Winrich uses skill Slash
15:54:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:54:50
SQ
Turn started for Wiederganger
15:54:50
SQ
*
15:54:50
SQ
* Wiederganger: Starting turn.
15:54:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:54:51
SQ
-> Behaviors to pick from:
Engage.Melee (253.125)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (253.125)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:54:51
SQ
-> Behavior picked: Engage.Melee (253.125)
15:54:51
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:54:51
SQ
Skill [Swamp] removed from [Wiederganger].
15:54:52
SQ
* Wiederganger: Reached engage destination
15:54:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:54:52
SQ
-> Behavior picked: Idle (1)
15:54:52
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
15:54:52
SQ
* ---------------------------------------------------
15:54:52
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:54:52
SQ
Turn started for Alfgeir
15:54:52
SQ
Skill [Spearwall] removed from [Alfgeir].
15:54:53
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:54:55
SQ
Skill [Swamp] removed from [Alfgeir].
15:54:56
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:54:56
SQ
Alfgeir uses skill Thrust
15:54:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:54:59
SQ
Turn started for Wiederganger
15:54:59
SQ
*
15:54:59
SQ
* Wiederganger: Starting turn.
15:55:00
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:55:00
SQ
-> Behaviors to pick from:
Attack.Default (49.1808)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (49.1808)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
15:55:00
SQ
-> Behavior picked: Attack.Default (49.1808)
15:55:00
SQ
* Wiederganger: Using Chop against Alfgeir!
15:55:00
SQ
Wiederganger uses skill Chop
15:55:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
15:55:00
SQ
-> Behavior picked: Idle (1)
15:55:01
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:55:01
SQ
* ---------------------------------------------------
15:55:01
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:55:01
SQ
Turn started for Wiederganger
15:55:01
SQ
*
15:55:01
SQ
* Wiederganger: Starting turn.
15:55:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:55:01
SQ
-> Behaviors to pick from:
Engage.Melee (297)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (297)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:55:01
SQ
-> Behavior picked: Engage.Melee (297)
15:55:02
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:55:02
SQ
Skill [Swamp] removed from [Wiederganger].
15:55:03
SQ
Adding terrain effect: terrain.swamp
15:55:03
SQ
* Wiederganger: Reached engage destination
15:55:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:55:03
SQ
-> Behavior picked: Idle (1)
15:55:03
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:55:03
SQ
* ---------------------------------------------------
15:55:03
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:55:03
SQ
Turn started for Wiederganger
15:55:03
SQ
*
15:55:03
SQ
* Wiederganger: Starting turn.
15:55:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:55:04
SQ
-> Behaviors to pick from:
Attack.Default (52.7391)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (52.7391)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
15:55:04
SQ
-> Behavior picked: Attack.Default (52.7391)
15:55:05
SQ
* Wiederganger: Using Thrust against Winrich!
15:55:05
SQ
Wiederganger uses skill Thrust
15:55:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
15:55:07
SQ
-> Behavior picked: Idle (1)
15:55:07
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:55:07
SQ
* ---------------------------------------------------
15:55:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:55:07
SQ
Turn started for Svein
15:55:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:55:10
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
15:55:10
SQ
Svein uses skill Thrust
15:55:12
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
15:55:12
SQ
Svein uses skill Thrust
15:55:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:55:12
SQ
Turn started for Palaemon the Oldguard
15:55:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:55:19
SQ
INFO: Next round issued: 10
15:55:20
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:55:20
SQ
Turn started for Bjarne
15:55:20
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:55:20
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:55:24
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:55:24
SQ
Turn started for Gothart
15:55:25
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:55:29
SQ
Skill [Reload] removed from [Gothart].
15:55:29
UI
equip item: 50854742
15:55:35
SQ
[Gothart] executes skill [Impale] on target [Wiederganger]
15:55:35
SQ
Gothart uses skill Impale
15:55:35
SQ
Wiederganger has died.
15:55:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:55:37
SQ
Turn started for Gerhard
15:55:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:55:39
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:55:39
SQ
Gerhard uses skill Spearwall
15:55:40
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:55:40
SQ
Turn started for Ragnar the Blade
15:55:41
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:55:44
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:55:44
SQ
Turn started for Alantyr the Swift
15:55:44
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:55:50
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:55:50
SQ
Turn started for Thorismund Balduric
15:55:51
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:55:54
SQ
[Thorismund Balduric] executes skill [Shoot Bolt] on target [Wiederganger]
15:55:54
SQ
Thorismund Balduric uses skill Shoot Bolt
15:55:55
SQ
Wiederganger has died.
15:55:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: false)
15:55:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:55:58
SQ
Skill [Reload] removed from [Thorismund Balduric].
15:55:58
UI
equip item: 53057157
15:56:02
SQ
Skill [Swamp] removed from [Thorismund Balduric].
15:56:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:56:04
SQ
Turn started for Torleif
15:56:04
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:56:07
SQ
[Torleif] executes skill [Impale] on target [Wiederganger]
15:56:07
SQ
Torleif uses skill Impale
15:56:07
SQ
Wiederganger has died.
15:56:07
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: false)
15:56:07
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:56:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:56:09
SQ
Turn started for Gunnar the Hound
15:56:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:56:12
SQ
Skill [Swamp] removed from [Gunnar the Hound].
15:56:12
SQ
Adding terrain effect: terrain.swamp
15:56:13
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:56:13
SQ
Gunnar the Hound uses skill Thrust
15:56:13
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:56:13
SQ
Turn started for Alfgeir
15:56:14
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:56:16
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:56:16
SQ
Alfgeir uses skill Thrust
15:56:17
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:56:17
SQ
Alfgeir uses skill Thrust
15:56:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:56:18
SQ
Turn started for Winrich
15:56:18
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:56:21
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:56:21
SQ
Winrich uses skill Slash
15:56:21
SQ
Wiederganger has died.
15:56:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: false)
15:56:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:56:23
SQ
Adding terrain effect: terrain.swamp
15:56:24
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:56:24
SQ
Winrich uses skill Slash
15:56:26
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:56:26
SQ
Turn started for Wiederganger
15:56:26
SQ
*
15:56:26
SQ
* Wiederganger: Starting turn.
15:56:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:56:27
SQ
-> Behaviors to pick from:
Attack.Default (50.2691)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (50.2691)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
15:56:27
SQ
-> Behavior picked: Attack.Default (50.2691)
15:56:27
SQ
* Wiederganger: Using Thrust against Winrich!
15:56:27
SQ
Wiederganger uses skill Thrust
15:56:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
15:56:27
SQ
-> Behavior picked: Idle (1)
15:56:28
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:56:28
SQ
* ---------------------------------------------------
15:56:28
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:56:28
SQ
Turn started for Wiederganger
15:56:28
SQ
*
15:56:28
SQ
* Wiederganger: Starting turn.
15:56:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:56:28
SQ
-> Behaviors to pick from:
Engage.Melee (253.889)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (253.889)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
15:56:28
SQ
-> Behavior picked: Engage.Melee (253.889)
15:56:29
SQ
* Wiederganger: Engaging to melee range with Gerhard (visible), accepted_distance=0
15:56:29
SQ
Skill [Swamp] removed from [Wiederganger].
15:56:29
SQ
Adding terrain effect: terrain.swamp
15:56:29
SQ
Skill [Swamp] removed from [Wiederganger].
15:56:29
SQ
* Wiederganger: Reached engage destination
15:56:30
SQ
Adding terrain effect: terrain.swamp
15:56:31
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
15:56:31
SQ
-> Behavior picked: Idle (1)
15:56:31
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:56:31
SQ
* ---------------------------------------------------
15:56:31
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:56:31
SQ
Turn started for Svein
15:56:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:56:36
SQ
Skill [Swamp] removed from [Svein].
15:56:37
SQ
Adding terrain effect: terrain.swamp
15:56:43
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:56:43
SQ
Turn started for Palaemon the Oldguard
15:56:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:56:44
SQ
INFO: Next round issued: 11
15:56:45
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:56:45
SQ
Turn started for Ragnar the Blade
15:56:45
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:56:45
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:56:46
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:56:47
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:56:51
SQ
[Ragnar the Blade] executes skill [Impale] on target [Wiederganger]
15:56:51
SQ
Ragnar the Blade uses skill Impale
15:56:51
SQ
Wiederganger has died.
15:56:53
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:56:53
SQ
Turn started for Bjarne
15:56:54
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:56:56
SQ
Adding terrain effect: terrain.swamp
15:56:59
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:56:59
SQ
Turn started for Gothart
15:56:59
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:57:02
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:57:02
SQ
Turn started for Thorismund Balduric
15:57:02
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:57:04
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:57:04
SQ
Turn started for Torleif
15:57:05
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:57:08
SQ
TurnSequenceBar::entityWaitTurn(Torleif)
15:57:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:57:08
SQ
Turn started for Gerhard
15:57:08
SQ
Skill [Spearwall] removed from [Gerhard].
15:57:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:57:10
SQ
[Gerhard] executes skill [Spearwall] on target [Gerhard]
15:57:10
SQ
Gerhard uses skill Spearwall
15:57:12
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:57:12
SQ
Turn started for Alantyr the Swift
15:57:12
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:57:14
SQ
[Alantyr the Swift] executes skill [Impale] on target [Wiederganger]
15:57:14
SQ
Alantyr the Swift uses skill Impale
15:57:14
SQ
Wiederganger has died.
15:57:21
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:57:21
SQ
Turn started for Wiederganger
15:57:21
SQ
*
15:57:21
SQ
* Wiederganger: Starting turn.
15:57:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:57:22
SQ
-> Behaviors to pick from:
Attack.Default (71.8888)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (71.8888)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
15:57:22
SQ
-> Behavior picked: Attack.Default (71.8888)
15:57:22
SQ
* Wiederganger: Using Thrust against Winrich!
15:57:22
SQ
Wiederganger uses skill Thrust
15:57:22
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
15:57:22
SQ
-> Behavior picked: Idle (1)
15:57:23
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:57:23
SQ
* ---------------------------------------------------
15:57:23
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:57:23
SQ
Turn started for Gunnar the Hound
15:57:23
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:57:25
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:57:25
SQ
Gunnar the Hound uses skill Thrust
15:57:27
SQ
[Gunnar the Hound] executes skill [Thrust] on target [Wiederganger]
15:57:27
SQ
Gunnar the Hound uses skill Thrust
15:57:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:57:27
SQ
Turn started for Alfgeir
15:57:28
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:57:30
SQ
Adding terrain effect: terrain.swamp
15:57:31
SQ
[Alfgeir] executes skill [Thrust] on target [Wiederganger]
15:57:31
SQ
Alfgeir uses skill Thrust
15:57:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:57:32
SQ
Turn started for Wiederganger
15:57:32
SQ
*
15:57:32
SQ
* Wiederganger: Starting turn.
15:57:33
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:57:33
SQ
-> Behaviors to pick from:
Engage.Melee (260.948)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (260.948)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
15:57:33
SQ
-> Behavior picked: Engage.Melee (260.948)
15:57:33
SQ
* Wiederganger: Engaging to melee range with Svein (visible), accepted_distance=0
15:57:33
SQ
Skill [Swamp] removed from [Wiederganger].
15:57:34
SQ
Adding terrain effect: terrain.swamp
15:57:34
SQ
Skill [Swamp] removed from [Wiederganger].
15:57:34
SQ
* Wiederganger: Reached engage destination
15:57:35
SQ
Adding terrain effect: terrain.swamp
15:57:35
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
15:57:35
SQ
-> Behavior picked: Idle (1)
15:57:35
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:57:35
SQ
* ---------------------------------------------------
15:57:36
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:57:36
SQ
Turn started for Svein
15:57:36
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:57:40
SQ
Skill [Swamp] removed from [Svein].
15:57:41
SQ
entity is currently travelling!
15:57:41
SQ
Adding terrain effect: terrain.swamp
15:57:42
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
15:57:42
SQ
Svein uses skill Thrust
15:57:42
SQ
Wiederganger has died.
15:57:46
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:57:46
SQ
Turn started for Palaemon the Oldguard
15:57:46
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:57:48
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:57:48
SQ
Turn started for Winrich
15:57:48
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:57:50
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:57:50
SQ
Winrich uses skill Slash
15:57:50
SQ
Wiederganger has died.
15:57:52
SQ
Skill [Swamp] removed from [Winrich].
15:57:53
SQ
Adding terrain effect: terrain.swamp
15:57:54
SQ
Skill [Swamp] removed from [Winrich].
15:57:55
SQ
Adding terrain effect: terrain.swamp
15:57:55
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:57:55
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:57:59
SQ
Adding terrain effect: terrain.swamp
15:58:00
SQ
INFO: Next round issued: 12
15:58:00
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gothart - Locked: true)
15:58:00
SQ
Turn started for Gothart
15:58:00
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
15:58:01
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gothart)
15:58:04
SQ
Skill [Swamp] removed from [Gothart].
15:58:05
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Ragnar the Blade - Locked: true)
15:58:05
SQ
Turn started for Ragnar the Blade
15:58:06
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Ragnar the Blade)
15:58:08
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Thorismund Balduric - Locked: true)
15:58:08
SQ
Turn started for Thorismund Balduric
15:58:08
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Thorismund Balduric)
15:58:09
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Bjarne - Locked: true)
15:58:09
SQ
Turn started for Bjarne
15:58:09
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Bjarne)
15:58:11
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alantyr the Swift - Locked: true)
15:58:11
SQ
Turn started for Alantyr the Swift
15:58:11
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alantyr the Swift)
15:58:13
SQ
[Alantyr the Swift] executes skill [Impale] on target [Wiederganger]
15:58:13
SQ
Alantyr the Swift uses skill Impale
15:58:13
SQ
Wiederganger has died.
15:58:18
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Torleif - Locked: true)
15:58:18
SQ
Turn started for Torleif
15:58:19
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Torleif)
15:58:20
SQ
[Torleif] executes skill [Impale] on target [Wiederganger]
15:58:20
SQ
Torleif uses skill Impale
15:58:22
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Palaemon the Oldguard - Locked: true)
15:58:22
SQ
Turn started for Palaemon the Oldguard
15:58:22
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Palaemon the Oldguard)
15:58:27
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Alfgeir - Locked: true)
15:58:27
SQ
Turn started for Alfgeir
15:58:27
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Alfgeir)
15:58:30
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gunnar the Hound - Locked: true)
15:58:30
SQ
Turn started for Gunnar the Hound
15:58:30
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gunnar the Hound)
15:58:32
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Wiederganger - Locked: true)
15:58:32
SQ
Turn started for Wiederganger
15:58:32
SQ
*
15:58:32
SQ
* Wiederganger: Starting turn.
15:58:32
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Wiederganger)
15:58:32
SQ
defensive score: 0
15:58:32
SQ
defensive threshold: 30
15:58:32
SQ
-> Behaviors to pick from:
Engage.Melee (253.125)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (253.125)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
15:58:32
SQ
-> Behavior picked: Engage.Melee (253.125)
15:58:33
SQ
* Wiederganger: Engaging to melee range with Winrich (visible), accepted_distance=0
15:58:33
SQ
Skill [Swamp] removed from [Wiederganger].
15:58:33
SQ
Adding terrain effect: terrain.swamp
15:58:33
SQ
* Wiederganger: Reached engage destination
15:58:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
15:58:33
SQ
-> Behavior picked: Idle (1)
15:58:34
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
15:58:34
SQ
* ---------------------------------------------------
15:58:34
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Gerhard - Locked: true)
15:58:34
SQ
Turn started for Gerhard
15:58:34
SQ
Skill [Spearwall] removed from [Gerhard].
15:58:34
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Gerhard)
15:58:37
SQ
Adding terrain effect: terrain.swamp
15:58:37
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Svein - Locked: true)
15:58:37
SQ
Turn started for Svein
15:58:38
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Svein)
15:58:39
SQ
Skill [Swamp] removed from [Svein].
15:58:40
SQ
Adding terrain effect: terrain.swamp
15:58:40
SQ
[Svein] executes skill [Thrust] on target [Wiederganger]
15:58:40
SQ
Svein uses skill Thrust
15:58:42
SQ
TurnSequenceBar::onEntityEntersFirstSlot(Entity: Winrich - Locked: true)
15:58:42
SQ
Turn started for Winrich
15:58:43
SQ
TurnSequenceBar::onEntityEnteredFirstSlotFully(Entity: Winrich)
15:58:44
SQ
[Winrich] executes skill [Slash] on target [Wiederganger]
15:58:44
SQ
Winrich uses skill Slash
15:58:44
SQ
Wiederganger has died.
15:58:44
Resource
Unloading: gfx/orientation_overlay.png
15:58:44
SQ
Skill [Swamp] removed from [Gunnar the Hound].
15:58:44
SQ
Skill [Swamp] removed from [Winrich].
15:58:44
SQ
Skill [Swamp] removed from [Torleif].
15:58:44
SQ
Skill [Swamp] removed from [Gerhard].
15:58:44
SQ
Skill [Swamp] removed from [Alfgeir].
15:58:44
SQ
Skill [Swamp] removed from [Bjarne].
15:58:44
SQ
Skill [Swamp] removed from [Svein].
15:58:44
Resource
Loading: music/victory_01.music
15:58:44
Resource
Unloading: music/undead_02.music
15:58:54
UI
Reference error: " UI" is not defined.
16:00:20
Core
Shutting down engine core.