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Core
Using write path: C:\Users\Timotheus\Documents\Battle Brothers
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Renderer
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UI
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SQ
RootState::onShow()
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RootScreen::REGISTER
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LoadingScreen::REGISTER
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16:03:16
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16:03:16
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16:03:16
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16:03:16
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16:03:16
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16:03:16
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Loading: sounds/ambience/terrain/tundra_wind_08.wav
16:03:29
SQ
Building land and sea...
16:03:33
SQ
World rejected. Creating new one...
16:03:33
SQ
Building land and sea...
16:03:36
SQ
World accepted.
16:03:36
SQ
Building elevation...
16:03:39
SQ
Building terrain...
16:03:42
SQ
Defragmenting terrain...
16:03:44
SQ
Spacing terrain...
16:03:59
SQ
Refining Terrain...
16:04:06
SQ
Building settlements...
16:04:06
SQ
Created 17 settlements.
16:04:06
SQ
Building roads...
16:04:11
SQ
Building additional roads...
16:04:11
SQ
Road Brush undefined (1)!
16:04:11
SceneManager
Unknown Brush requested: undefined road brush
16:04:11
SQ
Building regions...
16:04:11
SQ
Found 400 separate regions.
16:04:12
SQ
Running simulation for 1000 cycles...
16:04:14
SQ
contract added: The %companyname%
16:04:14
SQ
contract activated: 1
16:04:14
Resource
Loading: music/civilians_01.ogg
16:04:15
Resource
Loading: sounds/intro_battle.wav
16:04:16
UI
WorldScreen::REGISTER
16:04:16
UI
WorldScreenTopbarOptionsModule::REGISTER
16:04:16
UI
WorldScreenTopbarDayTimeModule::REGISTER
16:04:16
UI
WorldScreenTopbarAssetsModule::REGISTER
16:04:16
UI
WorldScreenActiveContractPanelModule::REGISTER
16:04:16
UI
CombatDialogModule::REGISTER
16:04:16
UI
WorldEventScreen::REGISTER
16:04:16
UI
WorldTownScreen::REGISTER
16:04:16
UI
WorldTownScreenMainDialogModule::REGISTER
16:04:16
UI
WorldTownScreenHireDialogModule::REGISTER
16:04:16
UI
WorldTownScreenShopDialogModule::REGISTER
16:04:16
UI
WorldTownScreenTravelDialogModule::REGISTER
16:04:16
UI
WorldTownScreenBarberDialogModule::REGISTER
16:04:16
UI
WorldTownScreenTavernDialogModule::REGISTER
16:04:17
UI
WorldEventPopupScreen::REGISTER
16:04:17
UI
WorldRelationsScreen::REGISTER
16:04:17
UI
IngameMenuScreen::REGISTER
16:04:17
UI
MainMenuModule::REGISTER
16:04:17
UI
LoadCampaignMenuModule::REGISTER
16:04:17
UI
SaveCampaignMenuModule::REGISTER
16:04:17
UI
OptionsMenuModule::REGISTER
16:04:17
UI
OptionsMenuModuleVideoPanel::REGISTER
16:04:17
UI
OptionsMenuModuleAudioPanel::REGISTER
16:04:17
UI
OptionsMenuModuleControlsPanel::REGISTER
16:04:17
UI
OptionsMenuModuleGameplayPanel::REGISTER
16:04:17
UI
WorldGameFinishScreen::REGISTER
16:04:17
UI
WorldGameFinishScreenDialogModule::REGISTER
16:04:17
UI
CharacterScreen::REGISTER
16:04:17
UI
CharacterScreenLeftPanelModule::REGISTER
16:04:17
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
16:04:17
UI
CharacterScreenPaperdollModule::REGISTER
16:04:17
UI
CharacterScreenSkillsModule::REGISTER
16:04:17
UI
CharacterScreenStatsModule::REGISTER
16:04:17
UI
CharacterScreenRightPanelModule::REGISTER
16:04:17
UI
CharacterScreenRightPanelHeaderModule::REGISTER
16:04:17
UI
CharacterScreenInventoryListModule::REGISTER
16:04:17
UI
CharacterScreenPerksModule::REGISTER
16:04:17
UI
CharacterScreenBrothersListModule::REGISTER
16:04:18
UI
CharacterScreenBattleStartFooterModule::REGISTER
16:04:19
Resource
Unloading: music/title.ogg
16:04:26
Resource
Unloading: sounds/intro_battle.wav
16:04:26
UI
WARNING: Failed to show Loading Screen. Reason: Loading Screen is currently animating (#1).
16:04:26
UI
WARNING: Failed to show Loading Screen. Reason: Loading Screen is currently animating (#1).
16:04:26
UI
WARNING: Failed to show Loading Screen. Reason: Loading Screen is currently animating (#1).
16:04:26
UI
WARNING: Failed to show Loading Screen. Reason: Loading Screen is currently animating (#1).
16:04:26
UI
WARNING: Failed to show Loading Screen. Reason: Loading Screen is currently animating (#1).
16:04:26
UI
WARNING: Failed to show Loading Screen. Reason: Loading Screen is currently animating (#1).
16:04:27
SQ
Save campaign: autosave
16:04:37
Scene
Finished saving scene.
16:04:38
SQ
WorldState::onHide
16:04:39
UI
CharacterScreen::REGISTER
16:04:39
UI
CharacterScreenLeftPanelModule::REGISTER
16:04:39
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
16:04:39
UI
CharacterScreenPaperdollModule::REGISTER
16:04:39
UI
CharacterScreenSkillsModule::REGISTER
16:04:39
UI
CharacterScreenStatsModule::REGISTER
16:04:39
UI
CharacterScreenRightPanelModule::REGISTER
16:04:39
UI
CharacterScreenRightPanelHeaderModule::REGISTER
16:04:39
UI
CharacterScreenInventoryListModule::REGISTER
16:04:39
UI
CharacterScreenPerksModule::REGISTER
16:04:39
UI
CharacterScreenBrothersListModule::REGISTER
16:04:39
UI
CharacterScreenBattleStartFooterModule::REGISTER
16:04:39
UI
TacticalFleeScreen::REGISTER
16:04:39
UI
IngameMenuScreen::REGISTER
16:04:39
UI
MainMenuModule::REGISTER
16:04:39
UI
LoadCampaignMenuModule::REGISTER
16:04:39
UI
SaveCampaignMenuModule::REGISTER
16:04:39
UI
OptionsMenuModule::REGISTER
16:04:39
UI
OptionsMenuModuleVideoPanel::REGISTER
16:04:40
UI
OptionsMenuModuleAudioPanel::REGISTER
16:04:40
UI
OptionsMenuModuleControlsPanel::REGISTER
16:04:40
UI
OptionsMenuModuleGameplayPanel::REGISTER
16:04:40
UI
TacticalCombatResultScreen::REGISTER
16:04:40
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
16:04:40
UI
TacticalCombatResultScreenLootPanel::REGISTER
16:04:40
UI
TacticalScreen::REGISTER
16:04:40
UI
TacticalScreenTurnSequenceBarModule::REGISTER
16:04:40
UI
TacticalScreenOrientationOverlayModule::REGISTER
16:04:40
UI
TacticalScreenTopbarEventLogModule::REGISTER
16:04:40
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
16:04:40
UI
TacticalScreenTopbarOptionsModule::REGISTER
16:04:40
Resource
Loading: gfx/detail.png
16:04:40
Texture
Texture "gfx/detail.png" (ID: 21) took up approximately 5461kb in video memory.
16:04:40
Resource
Loading: gfx/object_0.png
16:04:41
Texture
Texture "gfx/object_0.png" (ID: 22) took up approximately 2730kb in video memory.
16:04:41
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/bounty_hunter" at (16,8).
16:04:41
Resource
Loading: gfx/orientation_overlay.png
16:04:41
Texture
Texture "gfx/orientation_overlay.png" (ID: 23) took up approximately 512kb in video memory.
16:04:41
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/bounty_hunter" at (15,11).
16:04:41
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (18,8).
16:04:41
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (17,10).
16:04:41
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider" at (19,8).
16:04:41
SQ
TACTICAL: STASH LOCKED: true
16:04:43
SQ
Turn started for Bandit Thug
16:04:43
SQ
*
16:04:43
SQ
* Bandit Thug: Starting turn.
16:04:43
SQ
INFO: Next round issued: 1
16:04:43
Resource
Started loading Resource Package "Temporary Tactical Resources".
16:04:43
UI
ERROR: Failed to update entity. Reason: Entity id: 13148 not found.
16:04:43
UI
ERROR: Failed to update entity. Reason: Entity id: 13151 not found.
16:04:46
SQ
defensive score: 0.740741
16:04:46
SQ
defensive threshold: 30
16:04:47
SQ
-> Behaviors to pick from:
Engage.Melee (229.167)(*), 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 (229.167)(*), 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)
16:04:47
SQ
-> Behavior picked: Engage.Melee (229.167)
16:04:47
SQ
* Bandit Thug: Engaging to melee range with One-Eye (visible), accepted_distance=0
16:04:48
SQ
* Bandit Thug: Reached engage destination
16:04:49
SQ
-> Behaviors to pick from:
Attack.Default (356.24)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Attack.Default (356.24)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
16:04:49
SQ
-> Behavior picked: Attack.Default (356.24)
16:04:49
SQ
* Bandit Thug: Using Chop against One-Eye!
16:04:49
SQ
Bandit Thug uses skill Chop
16:04:49
SQ
One-Eye has died.
16:04:49
SQ
defensive score: 0.592593
16:04:49
SQ
defensive threshold: 30
16:04:51
SQ
-> Behaviors to pick from:
Engage.Melee (375)(*), Idle (1), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Attack.Default (0)
Engage.Melee (375)(*), Idle (1), Attack.Puncture (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Attack.Default (0)
16:04:51
SQ
-> Behavior picked: Engage.Melee (375)
16:04:51
SQ
* Bandit Thug: Engaging to melee range with Captain Bernhard (visible), accepted_distance=0
16:04:52
SQ
* Bandit Thug: Reached engage destination
16:04:52
SQ
defensive score: 0.592593
16:04:52
SQ
defensive threshold: 30
16:04:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend.Spearwall (0), Retreat (0), BreakFree (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Defend.Spearwall (0), Retreat (0), BreakFree (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Attack.Default (0), Engage.Melee (0)
16:04:53
SQ
-> Behavior picked: Idle (1)
16:04:53
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:04:53
SQ
* ---------------------------------------------------
16:04:53
SQ
Turn started for Captain Bernhard
16:04:53
SQ
*
16:04:53
SQ
* Captain Bernhard: Starting turn.
16:04:53
SQ
defensive score: 4.5
16:04:53
SQ
defensive threshold: 3
16:04:55
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.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Defend.Riposte (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.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:04:55
SQ
-> Behavior picked: Engage.Melee (165)
16:04:55
SQ
* Captain Bernhard: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
16:04:55
SQ
* Captain Bernhard: Reached engage destination
16:04:57
SQ
-> Behaviors to pick from:
Attack.Default (46.8818)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), BreakFree (0), Attack.ThrowNet (0), Defend (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Attack.Default (46.8818)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), BreakFree (0), Attack.ThrowNet (0), Defend (0), Defend.Spearwall (0), Defend.Shieldwall (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
16:04:57
SQ
-> Behavior picked: Attack.Default (46.8818)
16:04:57
SQ
* Captain Bernhard: Using Slash against Bandit Thug!
16:04:57
SQ
Captain Bernhard uses skill Slash
16:04:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), BreakFree (0), Attack.ThrowNet (0), Defend.Knockback (0), Attack.Split (0), Defend.Shieldwall (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), BreakFree (0), Attack.ThrowNet (0), Defend.Knockback (0), Attack.Split (0), Defend.Shieldwall (0), Roam (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Default (0)
16:04:58
SQ
-> Behavior picked: Idle (1)
16:04:58
SQ
* Captain Bernhard: Ending Turn with 3 of 9 AP left.
16:04:58
SQ
* ---------------------------------------------------
16:04:58
UI
ERROR: Failed to update entity. Reason: Entity id: 13148 not found.
16:04:58
SQ
Turn started for Bandit Thug
16:04:58
SQ
*
16:04:58
SQ
* Bandit Thug: Starting turn.
16:05:00
SQ
-> Behaviors to pick from:
Attack.Default (363.154)(*), Defend.Riposte (-1.#IND)(*), Idle (1), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Default (363.154)(*), Defend.Riposte (-1.#IND)(*), Idle (1), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:05:00
SQ
-> Behavior picked: Attack.Default (363.154)
16:05:00
SQ
* Bandit Thug: Using Slash against Captain Bernhard!
16:05:00
SQ
Bandit Thug uses skill Slash
16:05:00
SQ
Captain Bernhard has died.
16:05:00
SQ
defensive score: 0.444444
16:05:00
SQ
defensive threshold: 30
16:05:01
SQ
-> Behaviors to pick from:
Engage.Melee (330)(*), Idle (1), Retreat (0), Defend.Rotation (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend (0), Roam (0), Defend.Riposte (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
Engage.Melee (330)(*), Idle (1), Retreat (0), Defend.Rotation (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend (0), Roam (0), Defend.Riposte (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
16:05:01
SQ
-> Behavior picked: Engage.Melee (330)
16:05:01
SQ
* Bandit Thug: Engaging to melee range with Meinolf (visible), accepted_distance=0
16:05:02
SQ
* Bandit Thug: Reached engage destination
16:05:02
SQ
defensive score: 0.444444
16:05:02
SQ
defensive threshold: 30
16:05:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Riposte (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Engage.Melee (0)
16:05:03
SQ
-> Behavior picked: Idle (1)
16:05:03
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:05:03
SQ
* ---------------------------------------------------
16:05:04
SQ
Turn started for Wolf
16:05:10
SQ
[Wolf] executes skill [Quick Shot] on target [Bandit Thug]
16:05:10
SQ
Wolf uses skill Quick Shot
16:05:16
SQ
Turn started for Hoggart the Weasel
16:05:16
SQ
*
16:05:16
SQ
* Hoggart the Weasel: Starting turn.
16:05:17
SQ
defensive score: 0.444444
16:05:17
SQ
defensive threshold: 30
16:05:18
SQ
-> Behaviors to pick from:
RetreatAlways (9000)(*), Idle (1), Engage.Melee (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (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), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Flee (0)
RetreatAlways (9000)(*), Idle (1), Engage.Melee (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Attack.Puncture (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), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Flee (0)
16:05:18
SQ
-> Behavior picked: RetreatAlways (9000)
16:05:18
SQ
* Hoggart the Weasel: Retreating.
16:05:20
SQ
* Hoggart the Weasel: Retreated!
16:05:20
SQ
Turn started for Meinolf
16:05:25
SQ
[Meinolf] executes skill [Split Man] on target [Bandit Thug]
16:05:25
SQ
Meinolf uses skill Split Man
16:05:26
SQ
Turn started for Asbjorn
16:05:29
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Thug]
16:05:29
SQ
Asbjorn uses skill Thrust
16:05:29
SQ
INFO: Next round issued: 2
16:05:30
SQ
Turn started for Bandit Thug
16:05:30
SQ
*
16:05:30
SQ
* Bandit Thug: Starting turn.
16:05:31
SQ
-> Behaviors to pick from:
Engage.Melee (450)(*), Idle (1), BreakFree (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Attack.Default (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (450)(*), Idle (1), BreakFree (0), Defend.Riposte (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Attack.Default (0), Retreat (0), Attack.Puncture (0)
16:05:31
SQ
-> Behavior picked: Engage.Melee (450)
16:05:31
SQ
* Bandit Thug: Engaging to melee range with Asbjorn (visible), accepted_distance=0
16:05:32
SQ
* Bandit Thug: Reached engage destination
16:05:33
SQ
-> Behaviors to pick from:
Attack.Default (54.0727)(*), Attack.SplitShield (44.1898)(*), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Attack.Default (54.0727)(*), Attack.SplitShield (44.1898)(*), Idle (1), Defend.Spearwall (0), Defend.Shieldwall (0), BreakFree (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
16:05:33
SQ
-> Behavior picked: Attack.SplitShield (44.1898)
16:05:33
SQ
* Bandit Thug: Using Split Shield against Asbjorn!
16:05:33
SQ
Bandit Thug uses skill Split Shield
16:05:34
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Roam (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Roam (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
16:05:34
SQ
-> Behavior picked: Idle (1)
16:05:34
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
16:05:34
SQ
* ---------------------------------------------------
16:05:35
SQ
Turn started for Bandit Thug
16:05:35
SQ
*
16:05:35
SQ
* Bandit Thug: Starting turn.
16:05:36
SQ
-> Behaviors to pick from:
Attack.Default (78.3335)(*), Idle (1), Attack.CrushArmor (0), Defend (0), BreakFree (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
Attack.Default (78.3335)(*), Idle (1), Attack.CrushArmor (0), Defend (0), BreakFree (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Defend.Rotation (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0)
16:05:36
SQ
-> Behavior picked: Attack.Default (78.3335)
16:05:36
SQ
* Bandit Thug: Using Slash against Meinolf!
16:05:36
SQ
Bandit Thug uses skill Slash
16:05:37
SQ
-> Behaviors to pick from:
Attack.Default (269.195)(*), Idle (1), BreakFree (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend (0)
Attack.Default (269.195)(*), Idle (1), BreakFree (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend (0)
16:05:37
SQ
-> Behavior picked: Attack.Default (269.195)
16:05:37
SQ
* Bandit Thug: Using Slash against Meinolf!
16:05:37
SQ
Bandit Thug uses skill Slash
16:05:38
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Defend (0), Attack.Default (0)
16:05:38
SQ
-> Behavior picked: Idle (1)
16:05:38
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:05:38
SQ
* ---------------------------------------------------
16:05:39
SQ
Turn started for Wolf
16:05:43
SQ
[Wolf] executes skill [Quick Shot] on target [Bandit Thug]
16:05:43
SQ
Wolf uses skill Quick Shot
16:05:43
SQ
Turn started for Meinolf
16:05:45
SQ
[Meinolf] executes skill [Split Man] on target [Bandit Thug]
16:05:45
SQ
Meinolf uses skill Split Man
16:05:45
SQ
Bandit Thug has died.
16:05:49
SQ
Turn started for Asbjorn
16:05:50
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Thug]
16:05:50
SQ
Asbjorn uses skill Thrust
16:05:51
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Thug]
16:05:51
SQ
Asbjorn uses skill Thrust
16:05:52
SQ
INFO: Next round issued: 3
16:05:52
SQ
Turn started for Bandit Thug
16:05:52
SQ
*
16:05:52
SQ
* Bandit Thug: Starting turn.
16:05:54
SQ
-> Behaviors to pick from:
Attack.Default (53.3238)(*), Attack.SplitShield (37.5153)(*), Idle (1), Roam (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend (0), Defend.Knockback (0), Engage.Melee (0), Attack.Swing (0), Defend.Rotation (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0)
Attack.Default (53.3238)(*), Attack.SplitShield (37.5153)(*), Idle (1), Roam (0), Attack.CrushArmor (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend (0), Defend.Knockback (0), Engage.Melee (0), Attack.Swing (0), Defend.Rotation (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0)
16:05:54
SQ
-> Behavior picked: Attack.Default (53.3238)
16:05:54
SQ
* Bandit Thug: Using Chop against Asbjorn!
16:05:54
SQ
Bandit Thug uses skill Chop
16:05:55
SQ
-> Behaviors to pick from:
Attack.Default (52.2617)(*), Attack.SplitShield (36.9806)(*), Idle (1), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), Engage.Melee (0), Attack.Swing (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Roam (0)
Attack.Default (52.2617)(*), Attack.SplitShield (36.9806)(*), Idle (1), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Knockback (0), Engage.Melee (0), Attack.Swing (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Roam (0)
16:05:55
SQ
-> Behavior picked: Attack.Default (52.2617)
16:05:55
SQ
* Bandit Thug: Using Chop against Asbjorn!
16:05:55
SQ
Bandit Thug uses skill Chop
16:05:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Flee (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend.Knockback (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Flee (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Roam (0), Attack.Default (0)
16:05:56
SQ
-> Behavior picked: Idle (1)
16:05:56
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:05:56
SQ
* ---------------------------------------------------
16:05:56
SQ
Turn started for Wolf
16:06:00
SQ
[Wolf] executes skill [Aimed Shot] on target [Bandit Thug]
16:06:00
SQ
Wolf uses skill Aimed Shot
16:06:01
SQ
Bandit Thug has died.
16:06:01
Resource
Unloading: gfx/orientation_overlay.png
16:06:01
Resource
Loading: music/victory_01.ogg
16:06:05
Resource
Unloading: music/civilians_01.ogg
16:06:11
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:06:11
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:06:11
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
16:06:11
SQ
World::onCombatFinished
16:06:11
SQ
TacticalState::onFinish
16:06:13
Resource
Unloading: gfx/object_0.png
16:06:13
Resource
Unloading: gfx/detail.png
16:06:13
Resource
Unloading Resource Package "Temporary Tactical Resources".
16:06:13
UI
IngameMenuScreen::UNREGISTER
16:06:13
UI
MainMenuModule::UNREGISTER
16:06:13
UI
LoadCampaignMenuModule::UNREGISTER
16:06:13
UI
SaveCampaignMenuModule::UNREGISTER
16:06:13
UI
OptionsMenuModule::UNREGISTER
16:06:13
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:06:13
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:06:13
UI
OptionsMenuModuleControlsPanel::UNREGISTER
16:06:13
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
16:06:13
UI
TacticalFleeScreen::UNREGISTER
16:06:13
UI
CharacterScreen::UNREGISTER
16:06:13
UI
CharacterScreenLeftPanelModule::UNREGISTER
16:06:13
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
16:06:13
UI
CharacterScreenPaperdollModule::UNREGISTER
16:06:13
UI
CharacterScreenSkillsModule::UNREGISTER
16:06:13
UI
CharacterScreenStatsModule::UNREGISTER
16:06:13
UI
CharacterScreenRightPanelModule::UNREGISTER
16:06:13
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
16:06:13
UI
CharacterScreenInventoryListModule::UNREGISTER
16:06:13
UI
CharacterScreenPerksModule::UNREGISTER
16:06:13
UI
CharacterScreenBrothersListModule::UNREGISTER
16:06:13
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
16:06:15
UI
TacticalScreen::UNREGISTER
16:06:15
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
16:06:15
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
16:06:15
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
16:06:15
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
16:06:15
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
16:06:15
UI
TacticalCombatResultScreen::UNREGISTER
16:06:15
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
16:06:15
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
16:06:40
SQ
Location entered: Seekamp
16:06:40
Resource
Loading: music/village_01.ogg
16:06:44
Resource
Unloading: music/victory_01.ogg
16:07:38
Resource
Loading: music/worldmap_05.ogg
16:07:42
Resource
Unloading: music/village_01.ogg
16:08:59
SQ
Location entered: Saltkai
16:08:59
Resource
Loading: music/city_01.ogg
16:09:03
Resource
Unloading: music/worldmap_05.ogg
16:12:56
UI
Paperdoll -> Stash | Ground (targetIdx: 42)
16:13:02
Resource
Loading: music/city_02.ogg
16:13:05
Resource
Unloading: music/city_01.ogg
16:13:07
UI
Paperdoll -> Stash | Ground (targetIdx: 29)
16:13:33
SQ
0
16:15:11
UI
Paperdoll -> Stash | Ground (targetIdx: 29)
16:15:48
Resource
Loading: music/worldmap_05.ogg
16:15:52
Resource
Unloading: music/city_02.ogg
16:15:58
SQ
contract added: Armed Courier
16:16:28
SQ
Location entered: Seekamp
16:16:33
Resource
Loading: music/worldmap_08.ogg
16:16:47
Resource
Unloading: music/worldmap_05.ogg
16:17:24
SQ
contract added: Armed Courier
16:17:55
SQ
contract added: Drive away bandits
16:18:04
SQ
contract added: Hunting Beasts
16:18:17
SQ
contract added: Armed Courier
16:18:33
SQ
Location entered: Hoggart's Refuge
16:18:36
SQ
Save campaign: autosave
16:18:46
Scene
Finished saving scene.
16:18:46
SQ
WorldState::onHide
16:18:48
UI
CharacterScreen::REGISTER
16:18:48
UI
CharacterScreenLeftPanelModule::REGISTER
16:18:48
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
16:18:48
UI
CharacterScreenPaperdollModule::REGISTER
16:18:48
UI
CharacterScreenSkillsModule::REGISTER
16:18:48
UI
CharacterScreenStatsModule::REGISTER
16:18:48
UI
CharacterScreenRightPanelModule::REGISTER
16:18:48
UI
CharacterScreenRightPanelHeaderModule::REGISTER
16:18:48
UI
CharacterScreenInventoryListModule::REGISTER
16:18:48
UI
CharacterScreenPerksModule::REGISTER
16:18:48
UI
CharacterScreenBrothersListModule::REGISTER
16:18:48
UI
CharacterScreenBattleStartFooterModule::REGISTER
16:18:48
UI
TacticalFleeScreen::REGISTER
16:18:48
UI
IngameMenuScreen::REGISTER
16:18:48
UI
MainMenuModule::REGISTER
16:18:48
UI
LoadCampaignMenuModule::REGISTER
16:18:48
UI
SaveCampaignMenuModule::REGISTER
16:18:48
UI
OptionsMenuModule::REGISTER
16:18:48
UI
OptionsMenuModuleVideoPanel::REGISTER
16:18:48
UI
OptionsMenuModuleAudioPanel::REGISTER
16:18:48
UI
OptionsMenuModuleControlsPanel::REGISTER
16:18:48
UI
OptionsMenuModuleGameplayPanel::REGISTER
16:18:49
UI
TacticalCombatResultScreen::REGISTER
16:18:49
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
16:18:49
UI
TacticalCombatResultScreenLootPanel::REGISTER
16:18:49
UI
TacticalScreen::REGISTER
16:18:49
UI
TacticalScreenTurnSequenceBarModule::REGISTER
16:18:49
UI
TacticalScreenOrientationOverlayModule::REGISTER
16:18:49
UI
TacticalScreenTopbarEventLogModule::REGISTER
16:18:49
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
16:18:49
UI
TacticalScreenTopbarOptionsModule::REGISTER
16:18:49
Resource
Loading: gfx/object_0.png
16:18:49
Texture
Texture "gfx/object_0.png" (ID: 21) took up approximately 2730kb in video memory.
16:18:49
Resource
Loading: gfx/detail.png
16:18:49
Texture
Texture "gfx/detail.png" (ID: 22) took up approximately 5461kb in video memory.
16:18:50
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider" at (21,7).
16:18:50
Resource
Loading: gfx/orientation_overlay.png
16:18:50
Texture
Texture "gfx/orientation_overlay.png" (ID: 23) took up approximately 512kb in video memory.
16:18:50
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,6).
16:18:50
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,7).
16:18:50
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,5).
16:18:50
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,8).
16:18:50
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_marksman_low" at (20,10).
16:18:50
Resource
Loading: sounds/atmosphere/rain_02.wav
16:18:50
SQ
TACTICAL: STASH LOCKED: true
16:18:52
SQ
INFO: Next round issued: 1
16:18:52
Resource
Started loading Resource Package "Temporary Tactical Resources".
16:18:52
Resource
Loading: sounds/combat/repel_hit_01.wav
16:18:52
Resource
Loading: sounds/combat/repel_hit_02.wav
16:18:52
Resource
Loading: sounds/combat/repel_hit_03.wav
16:18:52
Resource
Loading: sounds/combat/throw_net_01.wav
16:18:52
Resource
Loading: sounds/combat/throw_net_02.wav
16:18:52
Resource
Loading: sounds/combat/break_free_net_01.wav
16:18:52
Resource
Loading: sounds/combat/break_free_net_02.wav
16:18:52
Resource
Loading: sounds/combat/break_free_net_03.wav
16:18:52
Resource
Loading: music/bandits_02.ogg
16:18:53
Resource
Unloading: music/worldmap_08.ogg
16:19:00
SQ
[Wolf] executes skill [Aimed Shot] on target [Bandit Thug]
16:19:00
SQ
Wolf uses skill Aimed Shot
16:19:02
SQ
Turn started for Sigurd
16:19:05
SQ
Turn started for Bandit Marksman
16:19:05
SQ
*
16:19:05
SQ
* Bandit Marksman: Starting turn.
16:19:05
SQ
defensive score: 1.55556
16:19:05
SQ
defensive threshold: 2.95082
16:19:06
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
16:19:06
SQ
-> Behaviors to pick from:
Attack.Bow (78.8516)(*), 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 (78.8516)(*), 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)
16:19:06
SQ
-> Behavior picked: Attack.Bow (78.8516)
16:19:07
SQ
* Bandit Marksman: Using Aimed Shot against Meinolf!
16:19:07
SQ
Bandit Marksman uses skill Aimed Shot
16:19:10
SQ
defensive score: 1.55556
16:19:10
SQ
defensive threshold: 2.95082
16:19:10
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)
16:19:10
SQ
-> Behavior picked: Idle (1)
16:19:10
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:19:10
SQ
* ---------------------------------------------------
16:19:11
SQ
Turn started for Wendel
16:19:13
SQ
Turn started for Meinolf
16:19:15
SQ
Turn started for Arnulf
16:19:17
SQ
Turn started for Hoggart the Weasel
16:19:17
SQ
*
16:19:17
SQ
* Hoggart the Weasel: Starting turn.
16:19:17
SQ
defensive score: 1.55556
16:19:17
SQ
defensive threshold: 2.95082
16:19:18
SQ
-> Behaviors to pick from:
Engage.Melee (141.429)(*), 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 (141.429)(*), 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)
16:19:18
SQ
-> Behavior picked: Engage.Melee (141.429)
16:19:18
SQ
* Hoggart the Weasel: Engaging to melee range with Sigurd (not visible), accepted_distance=0
16:19:19
SQ
* Hoggart the Weasel: Reached engage destination
16:19:19
SQ
defensive score: 1.55556
16:19:19
SQ
defensive threshold: 2.95082
16:19:20
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)
16:19:20
SQ
-> Behavior picked: Idle (1)
16:19:20
SQ
* Hoggart the Weasel: Ending Turn with 1 of 9 AP left.
16:19:20
SQ
* ---------------------------------------------------
16:19:20
SQ
Turn started for Bandit Thug
16:19:20
SQ
*
16:19:20
SQ
* Bandit Thug: Starting turn.
16:19:21
SQ
defensive score: 1.55556
16:19:21
SQ
defensive threshold: 2.95082
16:19:22
SQ
-> Behaviors to pick from:
Engage.Melee (94.2857)(*), 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 (94.2857)(*), 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)
16:19:22
SQ
-> Behavior picked: Engage.Melee (94.2857)
16:19:22
SQ
* Bandit Thug: Engaging to melee range with Sigurd (visible), accepted_distance=0
16:19:23
SQ
* Bandit Thug: Reached engage destination
16:19:23
SQ
defensive score: 1.55556
16:19:23
SQ
defensive threshold: 2.95082
16:19:23
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)
16:19:23
SQ
-> Behavior picked: Idle (1)
16:19:23
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:19:23
SQ
* ---------------------------------------------------
16:19:24
SQ
Turn started for Asbjorn
16:19:34
SQ
Turn started for Bandit Thug
16:19:34
SQ
*
16:19:34
SQ
* Bandit Thug: Starting turn.
16:19:35
SQ
defensive score: 1.55556
16:19:35
SQ
defensive threshold: 2.95082
16:19:35
SQ
-> Behaviors to pick from:
Engage.Melee (99)(*), 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 (99)(*), 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)
16:19:35
SQ
-> Behavior picked: Engage.Melee (99)
16:19:35
SQ
* Bandit Thug: Engaging to melee range with Asbjorn (visible), accepted_distance=0
16:19:36
SQ
* Bandit Thug: Reached engage destination
16:19:37
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)
16:19:37
SQ
-> Behavior picked: Idle (1)
16:19:37
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
16:19:37
SQ
* ---------------------------------------------------
16:19:37
SQ
Turn started for Robert Darkhearted
16:19:43
SQ
[Robert Darkhearted] executes skill [Chop] on target [Bandit Thug]
16:19:43
SQ
Robert Darkhearted uses skill Chop
16:19:44
SQ
Turn started for Bandit Thug
16:19:44
SQ
*
16:19:44
SQ
* Bandit Thug: Starting turn.
16:19:45
SQ
-> Behaviors to pick from:
Engage.Melee (87.5)(*), 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 (87.5)(*), 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)
16:19:45
SQ
-> Behavior picked: Engage.Melee (87.5)
16:19:45
SQ
* Bandit Thug: Engaging to melee range with Asbjorn (visible), accepted_distance=0
16:19:46
SQ
* Bandit Thug: Reached engage destination
16:19:46
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)
16:19:46
SQ
-> Behavior picked: Idle (1)
16:19:46
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
16:19:46
SQ
* ---------------------------------------------------
16:19:47
SQ
Turn started for Bandit Thug
16:19:47
SQ
*
16:19:47
SQ
* Bandit Thug: Starting turn.
16:19:48
SQ
-> Behaviors to pick from:
Engage.Melee (110.714)(*), 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 (110.714)(*), 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)
16:19:48
SQ
-> Behavior picked: Engage.Melee (110.714)
16:19:48
SQ
* Bandit Thug: Engaging to melee range with Robert Darkhearted (visible), accepted_distance=0
16:19:49
SQ
* Bandit Thug: Reached engage destination
16:19:50
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)
16:19:50
SQ
-> Behavior picked: Idle (1)
16:19:50
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
16:19:50
SQ
* ---------------------------------------------------
16:20:02
SQ
[Sigurd] executes skill [Throw Net] on target [Bandit Thug]
16:20:02
SQ
Sigurd uses skill Throw Net
16:20:34
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:20:34
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:20:38
SQ
[Arnulf] executes skill [Slash] on target [Bandit Thug]
16:20:38
SQ
Arnulf uses skill Slash
16:20:39
SQ
Turn started for Wolf
16:20:39
SQ
INFO: Next round issued: 2
16:20:46
SQ
[Wolf] executes skill [Aimed Shot] on target [Bandit Thug]
16:20:46
SQ
Wolf uses skill Aimed Shot
16:20:48
SQ
Turn started for Asbjorn
16:20:54
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Thug]
16:20:54
SQ
Asbjorn uses skill Thrust
16:20:56
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Thug]
16:20:56
SQ
Asbjorn uses skill Thrust
16:20:57
SQ
Turn started for Hoggart the Weasel
16:20:57
SQ
*
16:20:57
SQ
* Hoggart the Weasel: Starting turn.
16:20:58
SQ
-> Behaviors to pick from:
Engage.Melee (158.125)(*), Defend.Shieldwall (2.20113), 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 (158.125)(*), Defend.Shieldwall (2.20113), 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)
16:20:58
SQ
-> Behavior picked: Engage.Melee (158.125)
16:20:58
SQ
* Hoggart the Weasel: Engaging to melee range with Sigurd (visible), accepted_distance=0
16:20:59
SQ
* Hoggart the Weasel: Reached engage destination
16:20:59
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)
16:20:59
SQ
-> Behavior picked: Idle (1)
16:20:59
SQ
* Hoggart the Weasel: Ending Turn with 3 of 9 AP left.
16:20:59
SQ
* ---------------------------------------------------
16:21:00
SQ
Turn started for Bandit Thug
16:21:00
SQ
*
16:21:00
SQ
* Bandit Thug: Starting turn.
16:21:01
SQ
-> Behaviors to pick from:
Attack.Default (84.1106)(*), 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 (84.1106)(*), 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)
16:21:01
SQ
-> Behavior picked: Attack.Default (84.1106)
16:21:01
SQ
* Bandit Thug: Using Thrust against Robert Darkhearted!
16:21:01
SQ
Bandit Thug uses skill Thrust
16:21:02
SQ
-> Behaviors to pick from:
Attack.Default (91.4223)(*), 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 (91.4223)(*), 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)
16:21:02
SQ
-> Behavior picked: Attack.Default (91.4223)
16:21:02
SQ
* Bandit Thug: Using Thrust against Robert Darkhearted!
16:21:02
SQ
Bandit Thug uses skill Thrust
16:21:03
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)
16:21:03
SQ
-> Behavior picked: Idle (1)
16:21:03
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:21:03
SQ
* ---------------------------------------------------
16:21:03
UI
ERROR: Failed to update entity. Reason: Entity id: 15002 not found.
16:21:03
SQ
Turn started for Bandit Thug
16:21:03
SQ
*
16:21:03
SQ
* Bandit Thug: Starting turn.
16:21:05
SQ
-> Behaviors to pick from:
Engage.Melee (121.653)(*), 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 (121.653)(*), 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)
16:21:05
SQ
-> Behavior picked: Engage.Melee (121.653)
16:21:05
SQ
* Bandit Thug: Engaging to melee range with Robert Darkhearted (visible), accepted_distance=0
16:21:06
SQ
* Bandit Thug: Reached engage destination
16:21:06
SQ
-> Behaviors to pick from:
Attack.Swing (198.851)(*), Attack.Default (80.1605)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Attack.Swing (198.851)(*), Attack.Default (80.1605)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
16:21:06
SQ
-> Behavior picked: Attack.Swing (198.851)
16:21:07
SQ
* Bandit Thug: Using Swing against Sigurd!
16:21:07
SQ
Bandit Thug uses skill Lash
16:21:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Melee (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), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Swing (0)
Idle (1)(*), Attack.Split (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Melee (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), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Swing (0)
16:21:08
SQ
-> Behavior picked: Idle (1)
16:21:08
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:21:08
SQ
* ---------------------------------------------------
16:21:08
SQ
Turn started for Bandit Thug
16:21:08
SQ
*
16:21:08
SQ
* Bandit Thug: Starting turn.
16:21:09
SQ
-> Behaviors to pick from:
Attack.Default (59.6457)(*), Attack.SplitShield (23.6166)(*), 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.Default (59.6457)(*), Attack.SplitShield (23.6166)(*), 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)
16:21:09
SQ
-> Behavior picked: Attack.Default (59.6457)
16:21:09
SQ
* Bandit Thug: Using Chop against Arnulf!
16:21:09
SQ
Bandit Thug uses skill Chop
16:21:10
SQ
-> Behaviors to pick from:
Attack.Default (59.1434)(*), Attack.SplitShield (23.5084)(*), 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.Default (59.1434)(*), Attack.SplitShield (23.5084)(*), 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)
16:21:10
SQ
-> Behavior picked: Attack.Default (59.1434)
16:21:10
SQ
* Bandit Thug: Using Chop against Arnulf!
16:21:10
SQ
Bandit Thug uses skill Chop
16:21:11
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.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), Attack.Split (0), Attack.Default (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.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), Attack.Split (0), Attack.Default (0)
16:21:11
SQ
-> Behavior picked: Idle (1)
16:21:11
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:21:11
SQ
* ---------------------------------------------------
16:21:11
SQ
Turn started for Bandit Marksman
16:21:11
SQ
*
16:21:11
SQ
* Bandit Marksman: Starting turn.
16:21:13
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
16:21:13
SQ
-> Behaviors to pick from:
Attack.Bow (221.732)(*), 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 (221.732)(*), 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)
16:21:13
SQ
-> Behavior picked: Attack.Bow (221.732)
16:21:13
SQ
* Bandit Marksman: Using Aimed Shot against Meinolf!
16:21:13
SQ
Bandit Marksman uses skill Aimed Shot
16:21:17
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)
16:21:17
SQ
-> Behavior picked: Idle (1)
16:21:17
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:21:17
SQ
* ---------------------------------------------------
16:21:17
SQ
Turn started for Meinolf
16:21:24
SQ
Turn started for Wendel
16:21:26
SQ
[Wendel] executes skill [Impale] on target [Bandit Thug]
16:21:26
SQ
Wendel uses skill Impale
16:21:29
SQ
Turn started for Robert Darkhearted
16:21:31
SQ
[Robert Darkhearted] executes skill [Chop] on target [Bandit Thug]
16:21:31
SQ
Robert Darkhearted uses skill Chop
16:21:31
SQ
Bandit Thug has died.
16:21:32
SQ
[Robert Darkhearted] executes skill [Chop] on target [Bandit Thug]
16:21:32
SQ
Robert Darkhearted uses skill Chop
16:21:32
SQ
Bandit Thug has died.
16:21:33
SQ
Turn started for Sigurd
16:21:38
SQ
[Sigurd] executes skill [Slash] on target [Hoggart the Weasel]
16:21:38
SQ
Sigurd uses skill Slash
16:21:40
SQ
[Sigurd] executes skill [Riposte] on target [Sigurd]
16:21:40
SQ
Sigurd uses skill Riposte
16:21:40
UI
ERROR: Failed to query entity skills data for entity (13565). Reason: Invalid result.
16:21:40
SQ
Turn started for Arnulf
16:21:42
SQ
[Arnulf] executes skill [Slash] on target [Bandit Thug]
16:21:42
SQ
Arnulf uses skill Slash
16:21:44
SQ
[Arnulf] executes skill [Slash] on target [Bandit Thug]
16:21:44
SQ
Arnulf uses skill Slash
16:21:45
SQ
Turn started for Wendel
16:21:45
SQ
INFO: Next round issued: 3
16:21:47
SQ
[Wendel] executes skill [Impale] on target [Bandit Thug]
16:21:47
SQ
Wendel uses skill Impale
16:21:50
SQ
Turn started for Hoggart the Weasel
16:21:50
SQ
*
16:21:50
SQ
* Hoggart the Weasel: Starting turn.
16:21:51
SQ
-> Behaviors to pick from:
Defend.Shieldwall (141.743)(*), Defend.Riposte (70.3808)(*), Attack.Default (44.9206)(*), Idle (1), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Rotation (0), Retreat (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (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 (141.743)(*), Defend.Riposte (70.3808)(*), Attack.Default (44.9206)(*), Idle (1), Attack.Decapitate (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Rotation (0), Retreat (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend (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)
16:21:51
SQ
-> Behavior picked: Defend.Shieldwall (141.743)
16:21:51
SQ
* Hoggart the Weasel: Using Shieldwall!
16:21:51
SQ
Hoggart the Weasel uses skill Shieldwall
16:21:52
SQ
-> Behaviors to pick from:
Defend.Riposte (85.893)(*), Attack.Default (44.8599)(*), Idle (1), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Attack.KnockOut (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)
Defend.Riposte (85.893)(*), Attack.Default (44.8599)(*), Idle (1), Attack.Decapitate (0), Defend (0), Engage.Melee (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), Attack.KnockOut (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)
16:21:52
SQ
-> Behavior picked: Attack.Default (44.8599)
16:21:52
SQ
* Hoggart the Weasel: Using Slash against Sigurd!
16:21:52
SQ
Hoggart the Weasel uses skill Slash
16:21:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.Split (0), Defend (0), Defend.Spearwall (0), Retreat (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (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), Defend.Riposte (0)
Idle (1)(*), Engage.Melee (0), Attack.Split (0), Defend (0), Defend.Spearwall (0), Retreat (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (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), Defend.Riposte (0)
16:21:53
SQ
-> Behavior picked: Idle (1)
16:21:53
SQ
* Hoggart the Weasel: Ending Turn with 1 of 9 AP left.
16:21:53
SQ
* ---------------------------------------------------
16:21:53
SQ
Turn started for Meinolf
16:22:01
SQ
[Meinolf] executes skill [Split Shield] on target [Hoggart the Weasel]
16:22:01
SQ
Meinolf uses skill Split Shield
16:22:01
SQ
Skill [Shieldwall] removed from [Hoggart the Weasel].
16:22:02
SQ
Turn started for Wolf
16:22:10
SQ
Turn started for Arnulf
16:22:12
SQ
[Arnulf] executes skill [Slash] on target [Bandit Thug]
16:22:12
SQ
Arnulf uses skill Slash
16:22:14
SQ
[Arnulf] executes skill [Slash] on target [Bandit Thug]
16:22:14
SQ
Arnulf uses skill Slash
16:22:14
SQ
Turn started for Asbjorn
16:22:17
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Thug]
16:22:17
SQ
Asbjorn uses skill Thrust
16:22:18
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Thug]
16:22:18
SQ
Asbjorn uses skill Thrust
16:22:19
SQ
Turn started for Bandit Marksman
16:22:19
SQ
*
16:22:19
SQ
* Bandit Marksman: Starting turn.
16:22:19
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
16:22:20
SQ
-> Behaviors to pick from:
Attack.Bow (337.346)(*), 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 (337.346)(*), 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)
16:22:20
SQ
-> Behavior picked: Attack.Bow (337.346)
16:22:20
SQ
* Bandit Marksman: Using Aimed Shot against Meinolf!
16:22:20
SQ
Bandit Marksman uses skill Aimed Shot
16:22:22
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)
16:22:22
SQ
-> Behavior picked: Idle (1)
16:22:22
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:22:22
SQ
* ---------------------------------------------------
16:22:22
SQ
Turn started for Sigurd
16:22:22
SQ
Skill [Riposte] removed from [Sigurd].
16:22:24
SQ
[Sigurd] executes skill [Slash] on target [Hoggart the Weasel]
16:22:24
SQ
Sigurd uses skill Slash
16:22:26
SQ
[Sigurd] executes skill [Slash] on target [Hoggart the Weasel]
16:22:26
SQ
Sigurd uses skill Slash
16:22:27
SQ
Turn started for Bandit Thug
16:22:27
SQ
*
16:22:27
SQ
* Bandit Thug: Starting turn.
16:22:28
SQ
-> Behaviors to pick from:
Attack.Default (292.722)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (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 (292.722)(*), Idle (1), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (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)
16:22:28
SQ
-> Behavior picked: Attack.Default (292.722)
16:22:28
SQ
* Bandit Thug: Using Thrust against Robert Darkhearted!
16:22:28
SQ
Bandit Thug uses skill Thrust
16:22:28
SQ
Robert Darkhearted has died.
16:22:29
SQ
-> Behaviors to pick from:
Attack.Default (56.0069)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Swing (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), Attack.SplitShield (0)
Attack.Default (56.0069)(*), Idle (1), Defend.Riposte (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Swing (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), Attack.SplitShield (0)
16:22:29
SQ
-> Behavior picked: Attack.Default (56.0069)
16:22:29
SQ
* Bandit Thug: Using Thrust against Asbjorn!
16:22:29
SQ
Bandit Thug uses skill Thrust
16:22:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Flee (0), Defend.Spearwall (0), Retreat (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Default (0)
16:22:30
SQ
-> Behavior picked: Idle (1)
16:22:30
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
16:22:30
SQ
* ---------------------------------------------------
16:22:30
UI
ERROR: Failed to update entity. Reason: Entity id: 15002 not found.
16:22:30
SQ
Turn started for Bandit Thug
16:22:30
SQ
*
16:22:30
SQ
* Bandit Thug: Starting turn.
16:22:31
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), BreakFree (0), Retreat (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0)
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), BreakFree (0), Retreat (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0)
16:22:31
SQ
-> Behavior picked: Flee (9000)
16:22:31
SQ
* Bandit Thug: Fleeing.
16:22:31
SQ
Bandit Thug has died.
16:22:39
SQ
INFO: Next round issued: 4
16:22:39
SQ
Turn started for Wendel
16:22:43
SQ
[Wendel] executes skill [Impale] on target [Bandit Thug]
16:22:43
SQ
Wendel uses skill Impale
16:22:43
SQ
Bandit Thug has died.
16:22:47
SQ
Turn started for Asbjorn
16:22:50
SQ
[Asbjorn] executes skill [Thrust] on target [Hoggart the Weasel]
16:22:50
SQ
Asbjorn uses skill Thrust
16:22:51
SQ
Turn started for Arnulf
16:22:58
SQ
Turn started for Bandit Marksman
16:22:58
SQ
*
16:22:58
SQ
* Bandit Marksman: Starting turn.
16:22:59
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
16:22:59
SQ
-> Behaviors to pick from:
Retreat (1016.67)(*), Attack.Bow (336.584)(*), Idle (1), Engage.Melee (0), Reload (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Defend (0)
Retreat (1016.67)(*), Attack.Bow (336.584)(*), Idle (1), Engage.Melee (0), Reload (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Defend.Rotation (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Defend (0)
16:22:59
SQ
-> Behavior picked: Retreat (1016.67)
16:22:59
SQ
* Bandit Marksman: Retreating.
16:23:01
UI
ERROR: Failed to update entity. Reason: Entity id: 15005 not found.
16:23:01
SQ
Turn started for Meinolf
16:23:03
SQ
[Meinolf] executes skill [Split Man] on target [Hoggart the Weasel]
16:23:03
SQ
Meinolf uses skill Split Man
16:23:06
SQ
Turn started for Hoggart the Weasel
16:23:06
SQ
*
16:23:06
SQ
* Hoggart the Weasel: Starting turn.
16:23:07
SQ
-> Behaviors to pick from:
Defend.Riposte (372.941)(*), Attack.Default (334.285)(*), Idle (1), Defend.Spearwall (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0)
Defend.Riposte (372.941)(*), Attack.Default (334.285)(*), Idle (1), Defend.Spearwall (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Shieldwall (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0)
16:23:07
SQ
-> Behavior picked: Defend.Riposte (372.941)
16:23:07
SQ
* Hoggart the Weasel: Using Riposte!
16:23:07
SQ
Hoggart the Weasel uses skill Riposte
16:23:08
SQ
-> Behaviors to pick from:
Attack.Default (333.422)(*), Idle (1), Retreat (0), Defend.Rotation (0), Attack.Split (0), SwitchTo.Melee (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0), Defend.Riposte (0)
Attack.Default (333.422)(*), Idle (1), Retreat (0), Defend.Rotation (0), Attack.Split (0), SwitchTo.Melee (0), Flee (0), Defend.Knockback (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), BreakFree (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0), Defend.Riposte (0)
16:23:08
SQ
-> Behavior picked: Attack.Default (333.422)
16:23:08
SQ
* Hoggart the Weasel: Using Slash against Meinolf!
16:23:08
SQ
Hoggart the Weasel uses skill Slash
16:23:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Rotation (0), BreakFree (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Flee (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Rotation (0), BreakFree (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0), Defend.Riposte (0), Attack.Default (0)
16:23:09
SQ
-> Behavior picked: Idle (1)
16:23:09
SQ
* Hoggart the Weasel: Ending Turn with 1 of 9 AP left.
16:23:09
SQ
* ---------------------------------------------------
16:23:09
SQ
Turn started for Wolf
16:23:12
SQ
[Wolf] executes skill [Aimed Shot] on target [Hoggart the Weasel]
16:23:12
SQ
Wolf uses skill Aimed Shot
16:23:14
SQ
Turn started for Sigurd
16:23:16
SQ
[Sigurd] executes skill [Slash] on target [Hoggart the Weasel]
16:23:16
SQ
Sigurd uses skill Slash
16:23:16
SQ
Hoggart the Weasel has died.
16:23:16
SQ
Skill [Riposte] removed from [Hoggart the Weasel].
16:23:21
SQ
INFO: Next round issued: 5
16:23:21
SQ
Turn started for Wendel
16:23:24
SQ
Turn started for Asbjorn
16:23:28
SQ
Turn started for Bandit Marksman
16:23:28
SQ
*
16:23:28
SQ
* Bandit Marksman: Starting turn.
16:23:28
SQ
defensive score: 24
16:23:28
SQ
defensive threshold: 2.72727
16:23:29
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
16:23:29
SQ
-> Behaviors to pick from:
Retreat (1183.33)(*), Engage.Ranged (444.444)(*), Attack.Bow (311.277)(*), Idle (1), Reload (0), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0)
Retreat (1183.33)(*), Engage.Ranged (444.444)(*), Attack.Bow (311.277)(*), Idle (1), Reload (0), Attack.Default (0), Attack.Puncture (0), Defend.Rotation (0), Roam (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0)
16:23:29
SQ
-> Behavior picked: Retreat (1183.33)
16:23:29
SQ
* Bandit Marksman: Retreating.
16:23:31
UI
ERROR: Failed to update entity. Reason: Entity id: 15005 not found.
16:23:31
SQ
Turn started for Wolf
16:23:33
SQ
Turn started for Arnulf
16:23:35
SQ
Turn started for Meinolf
16:23:36
SQ
Turn started for Sigurd
16:23:37
SQ
INFO: Next round issued: 6
16:23:38
SQ
Turn started for Wolf
16:23:39
SQ
Turn started for Arnulf
16:23:41
SQ
Turn started for Meinolf
16:23:42
SQ
Turn started for Wendel
16:23:43
SQ
Turn started for Asbjorn
16:23:44
SQ
Turn started for Bandit Marksman
16:23:44
SQ
*
16:23:44
SQ
* Bandit Marksman: Starting turn.
16:23:45
SQ
defensive score: 24
16:23:45
SQ
defensive threshold: 2.72727
16:23:45
SQ
-> Behaviors to pick from:
Retreat (1183.33)(*), Engage.Ranged (100), Idle (1), Reload (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Ranged (0), Roam (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Defend (0), Attack.Puncture (0), Engage.Melee (0), Defend.Rotation (0)
Retreat (1183.33)(*), Engage.Ranged (100), Idle (1), Reload (0), Attack.Default (0), Attack.Bow (0), SwitchTo.Ranged (0), Roam (0), Flee (0), SwitchTo.Melee (0), BreakFree (0), Defend (0), Attack.Puncture (0), Engage.Melee (0), Defend.Rotation (0)
16:23:45
SQ
-> Behavior picked: Retreat (1183.33)
16:23:45
SQ
* Bandit Marksman: Retreating.
16:23:45
SQ
* Bandit Marksman: Retreated!
16:23:45
Resource
Unloading: gfx/orientation_overlay.png
16:23:46
Resource
Loading: music/victory_01.ogg
16:23:46
SQ
Turn started for Sigurd
16:23:50
Resource
Unloading: music/bandits_02.ogg
16:24:03
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:24:03
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:24:03
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
16:24:03
SQ
World::onCombatFinished
16:24:03
SQ
TacticalState::onFinish
16:24:04
Resource
Unloading: gfx/object_0.png
16:24:04
Resource
Unloading Resource Package "Temporary Tactical Resources".
16:24:04
Resource
Unloading: sounds/combat/repel_hit_01.wav
16:24:04
Resource
Unloading: sounds/combat/repel_hit_02.wav
16:24:04
Resource
Unloading: sounds/combat/repel_hit_03.wav
16:24:04
Resource
Unloading: sounds/combat/throw_net_01.wav
16:24:04
Resource
Unloading: sounds/combat/throw_net_02.wav
16:24:04
Resource
Unloading: sounds/combat/break_free_net_01.wav
16:24:04
Resource
Unloading: sounds/combat/break_free_net_02.wav
16:24:04
Resource
Unloading: sounds/combat/break_free_net_03.wav
16:24:04
Resource
Unloading: gfx/detail.png
16:24:04
Resource
Unloading: sounds/atmosphere/rain_02.wav
16:24:05
UI
IngameMenuScreen::UNREGISTER
16:24:05
UI
MainMenuModule::UNREGISTER
16:24:05
UI
LoadCampaignMenuModule::UNREGISTER
16:24:05
UI
SaveCampaignMenuModule::UNREGISTER
16:24:05
UI
OptionsMenuModule::UNREGISTER
16:24:05
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:24:05
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:24:05
UI
OptionsMenuModuleControlsPanel::UNREGISTER
16:24:05
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
16:24:05
UI
TacticalFleeScreen::UNREGISTER
16:24:05
UI
CharacterScreen::UNREGISTER
16:24:05
UI
CharacterScreenLeftPanelModule::UNREGISTER
16:24:05
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
16:24:05
UI
CharacterScreenPaperdollModule::UNREGISTER
16:24:05
UI
CharacterScreenSkillsModule::UNREGISTER
16:24:05
UI
CharacterScreenStatsModule::UNREGISTER
16:24:05
UI
CharacterScreenRightPanelModule::UNREGISTER
16:24:05
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
16:24:05
UI
CharacterScreenInventoryListModule::UNREGISTER
16:24:05
UI
CharacterScreenPerksModule::UNREGISTER
16:24:05
UI
CharacterScreenBrothersListModule::UNREGISTER
16:24:05
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
16:24:06
UI
TacticalScreen::UNREGISTER
16:24:06
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
16:24:06
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
16:24:06
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
16:24:06
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
16:24:06
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
16:24:06
UI
TacticalCombatResultScreen::UNREGISTER
16:24:06
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
16:24:06
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
16:24:54
SQ
contract added: Investigate Cemetery
16:25:15
Resource
Loading: music/worldmap_08.ogg
16:25:18
Resource
Unloading: music/victory_01.ogg
16:25:55
SQ
Save campaign: autosave
16:26:05
Scene
Finished saving scene.
16:26:06
SQ
WorldState::onHide
16:26:07
UI
CharacterScreen::REGISTER
16:26:07
UI
CharacterScreenLeftPanelModule::REGISTER
16:26:07
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
16:26:07
UI
CharacterScreenPaperdollModule::REGISTER
16:26:07
UI
CharacterScreenSkillsModule::REGISTER
16:26:07
UI
CharacterScreenStatsModule::REGISTER
16:26:07
UI
CharacterScreenRightPanelModule::REGISTER
16:26:07
UI
CharacterScreenRightPanelHeaderModule::REGISTER
16:26:07
UI
CharacterScreenInventoryListModule::REGISTER
16:26:07
UI
CharacterScreenPerksModule::REGISTER
16:26:07
UI
CharacterScreenBrothersListModule::REGISTER
16:26:07
UI
CharacterScreenBattleStartFooterModule::REGISTER
16:26:07
UI
TacticalFleeScreen::REGISTER
16:26:07
UI
IngameMenuScreen::REGISTER
16:26:07
UI
MainMenuModule::REGISTER
16:26:07
UI
LoadCampaignMenuModule::REGISTER
16:26:07
UI
SaveCampaignMenuModule::REGISTER
16:26:08
UI
OptionsMenuModule::REGISTER
16:26:08
UI
OptionsMenuModuleVideoPanel::REGISTER
16:26:08
UI
OptionsMenuModuleAudioPanel::REGISTER
16:26:08
UI
OptionsMenuModuleControlsPanel::REGISTER
16:26:08
UI
OptionsMenuModuleGameplayPanel::REGISTER
16:26:08
UI
TacticalCombatResultScreen::REGISTER
16:26:08
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
16:26:08
UI
TacticalCombatResultScreenLootPanel::REGISTER
16:26:08
UI
TacticalScreen::REGISTER
16:26:08
UI
TacticalScreenTurnSequenceBarModule::REGISTER
16:26:08
UI
TacticalScreenOrientationOverlayModule::REGISTER
16:26:08
UI
TacticalScreenTopbarEventLogModule::REGISTER
16:26:08
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
16:26:08
UI
TacticalScreenTopbarOptionsModule::REGISTER
16:26:08
Resource
Loading: gfx/object_0.png
16:26:08
Texture
Texture "gfx/object_0.png" (ID: 21) took up approximately 2730kb in video memory.
16:26:08
Resource
Loading: gfx/detail.png
16:26:09
Texture
Texture "gfx/detail.png" (ID: 22) took up approximately 5461kb in video memory.
16:26:09
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/goblin_fighter" at (11,19).
16:26:09
Resource
Loading: gfx/entity_2.png
16:26:10
Texture
Texture "gfx/entity_2.png" (ID: 23) took up approximately 10922kb in video memory.
16:26:10
Resource
Loading: gfx/orientation_overlay.png
16:26:10
Texture
Texture "gfx/orientation_overlay.png" (ID: 24) took up approximately 512kb in video memory.
16:26:10
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/goblin_fighter" at (23,0).
16:26:10
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/goblin_fighter" at (22,13).
16:26:10
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/goblin_ambusher_low" at (12,3).
16:26:10
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/goblin_ambusher_low" at (10,3).
16:26:10
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (24,4).
16:26:10
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (24,-2).
16:26:10
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_marksman_low" at (16,0).
16:26:10
Resource
Loading: sounds/atmosphere/rain_02.wav
16:26:10
SQ
TACTICAL: STASH LOCKED: true
16:26:12
SQ
Turn started for Goblin Ambusher
16:26:12
SQ
*
16:26:12
SQ
* Goblin Ambusher: Starting turn.
16:26:12
SQ
INFO: Next round issued: 1
16:26:12
Resource
Started loading Resource Package "Temporary Tactical Resources".
16:26:12
Resource
Loading: sounds/combat/repel_hit_01.wav
16:26:12
Resource
Loading: sounds/combat/repel_hit_02.wav
16:26:12
Resource
Loading: sounds/combat/repel_hit_03.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_00.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_01.wav
16:26:12
SQ
defensive score: 7.2
16:26:12
SQ
defensive threshold: 2.75229
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_02.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_03.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_04.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_05.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_06.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_07.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_08.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_09.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_10.wav
16:26:12
Resource
Loading: music/goblins_03.ogg
16:26:12
Resource
Loading: sounds/enemies/goblin_hurt_11.wav
16:26:12
Resource
Loading: sounds/enemies/goblin_death_00.wav
16:26:12
Resource
Unloading: music/worldmap_08.ogg
16:26:12
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16:26:12
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16:26:12
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16:26:12
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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16:26:13
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Loading: sounds/combat/rupture_blood_01.wav
16:26:13
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16:26:13
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16:26:13
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Loading: sounds/combat/poison_applied_01.wav
16:26:13
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16:26:13
SQ
* Goblin Ambusher: Considering improving position since a clearly better one is right next to me..
16:26:13
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (73.1371)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Engage.Ranged (75)(*), Attack.Bow (73.1371)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Flee (0)
16:26:13
SQ
-> Behavior picked: Engage.Ranged (75)
16:26:13
SQ
* Goblin Ambusher: Engaging into firing range over 2 tiles at Meinolf (visible)
16:26:16
SQ
defensive score: 7.2
16:26:16
SQ
defensive threshold: 2.75229
16:26:16
SQ
* Goblin Ambusher: In fact, I would prefer to remain where I am
16:26:16
SQ
-> Behaviors to pick from:
Attack.Bow (113.682)(*), Idle (1), Roam (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Engage.Ranged (0)
Attack.Bow (113.682)(*), Idle (1), Roam (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Engage.Ranged (0)
16:26:16
SQ
-> Behavior picked: Attack.Bow (113.682)
16:26:16
SQ
* Goblin Ambusher: Using Quick Shot against Bandit Marksman!
16:26:16
SQ
Goblin Ambusher uses skill Quick Shot
16:26:16
SQ
defensive score: 7.2
16:26:16
SQ
defensive threshold: 2.75229
16:26:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Roam (0), Engage.Melee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
16:26:17
SQ
-> Behavior picked: Idle (1)
16:26:17
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:26:17
SQ
* ---------------------------------------------------
16:26:18
SQ
Turn started for Goblin Ambusher
16:26:18
SQ
*
16:26:18
SQ
* Goblin Ambusher: Starting turn.
16:26:18
SQ
defensive score: 7.2
16:26:18
SQ
defensive threshold: 2.75229
16:26:19
SQ
* Goblin Ambusher: In fact, I would prefer to remain where I am
16:26:19
SQ
-> Behaviors to pick from:
Attack.Bow (158.967)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), Engage.Ranged (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Bow (158.967)(*), Idle (1), BreakFree (0), Roam (0), Retreat (0), Engage.Ranged (0), Engage.Melee (0), Defend (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:26:19
SQ
-> Behavior picked: Attack.Bow (158.967)
16:26:19
SQ
* Goblin Ambusher: Using Aimed Shot against Bandit Marksman!
16:26:19
SQ
Goblin Ambusher uses skill Aimed Shot
16:26:19
SQ
defensive score: 12
16:26:19
SQ
defensive threshold: 2.75229
16:26:19
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Engage.Melee (0), Retreat (0), Engage.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Engage.Melee (0), Retreat (0), Engage.Ranged (0), Defend (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0)
16:26:19
SQ
-> Behavior picked: Idle (1)
16:26:19
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:26:19
SQ
* ---------------------------------------------------
16:26:20
SQ
Turn started for Goblin Skirmisher
16:26:20
SQ
*
16:26:20
SQ
* Goblin Skirmisher: Starting turn.
16:26:20
SQ
defensive score: 12
16:26:20
SQ
defensive threshold: 2.75229
16:26:21
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (216.667)(*), 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 (216.667)(*), 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)
16:26:21
SQ
-> Behavior picked: SwitchTo.Ranged (216.667)
16:26:21
SQ
* Goblin Skirmisher: Switching to ranged weapon!
16:26:21
SQ
defensive score: 12
16:26:21
SQ
defensive threshold: 2.75229
16:26:21
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)
16:26:21
SQ
-> Behavior picked: Defend (90)
16:26:21
SQ
* Goblin Skirmisher: Waiting until others have moved!
16:26:22
SQ
Turn started for Goblin Skirmisher
16:26:22
SQ
*
16:26:22
SQ
* Goblin Skirmisher: Starting turn.
16:26:22
SQ
defensive score: 12
16:26:22
SQ
defensive threshold: 2.75229
16:26:23
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)
16:26:23
SQ
-> Behavior picked: Defend (90)
16:26:23
SQ
* Goblin Skirmisher: Going for defensive position.
16:26:23
SQ
defensive score: 12
16:26:23
SQ
defensive threshold: 2.75229
16:26:23
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)
16:26:23
SQ
-> Behavior picked: Defend (22.5)
16:26:23
SQ
* Goblin Skirmisher: Waiting until others have moved!
16:26:24
SQ
Turn started for Goblin Skirmisher
16:26:24
SQ
*
16:26:24
SQ
* Goblin Skirmisher: Starting turn.
16:26:24
SQ
defensive score: 12
16:26:24
SQ
defensive threshold: 2.75229
16:26:25
SQ
-> Behaviors to pick from:
Attack.Default (109.801)(*), Idle (1), Engage.Melee (0), Defend (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Default (109.801)(*), Idle (1), Engage.Melee (0), Defend (0), Retreat (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:26:25
SQ
-> Behavior picked: Attack.Default (109.801)
16:26:25
SQ
* Goblin Skirmisher: Using Rupture against Bandit Thug!
16:26:25
SQ
Goblin Skirmisher uses skill Rupture
16:26:25
SQ
defensive score: 12
16:26:25
SQ
defensive threshold: 2.75229
16:26:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0)
16:26:25
SQ
-> Behavior picked: Idle (1)
16:26:25
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
16:26:25
SQ
* ---------------------------------------------------
16:26:26
SQ
Turn started for Wolf
16:26:31
SQ
Skill [Hidden] removed from [Wolf].
16:26:46
SQ
Turn started for Bandit Marksman
16:26:46
SQ
*
16:26:46
SQ
* Bandit Marksman: Starting turn.
16:26:47
SQ
defensive score: 0.698413
16:26:47
SQ
defensive threshold: 2.90323
16:26:47
SQ
-> Behaviors to pick from:
Attack.Bow (59.2082)(*), 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 (59.2082)(*), 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)
16:26:47
SQ
-> Behavior picked: Attack.Bow (59.2082)
16:26:47
SQ
* Bandit Marksman: Using Quick Shot against Goblin Ambusher!
16:26:47
SQ
Bandit Marksman uses skill Quick Shot
16:26:48
SQ
defensive score: 0.698413
16:26:48
SQ
defensive threshold: 2.90323
16:26:49
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)
16:26:49
SQ
-> Behavior picked: Idle (1)
16:26:49
SQ
* Bandit Marksman: Ending Turn with 2 of 6 AP left.
16:26:49
SQ
* ---------------------------------------------------
16:26:49
SQ
Turn started for Wendel
16:26:54
SQ
Turn started for Meinolf
16:26:59
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:26:59
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:27:00
SQ
Turn started for Bandit Thug
16:27:00
SQ
*
16:27:00
SQ
* Bandit Thug: Starting turn.
16:27:00
SQ
defensive score: 0.698413
16:27:00
SQ
defensive threshold: 2.90323
16:27:01
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)
16:27:01
SQ
-> Behavior picked: Engage.Melee (121)
16:27:01
SQ
* Bandit Thug: Engaging to melee range with Goblin Skirmisher (visible), accepted_distance=0
16:27:01
SQ
* Bandit Thug: Reached engage destination
16:27:02
SQ
-> Behaviors to pick from:
Attack.Default (63.8901)(*), Attack.Puncture (55.3034)(*), Idle (1), Retreat (0), Defend.Rotation (0), Attack.Split (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Attack.Default (63.8901)(*), Attack.Puncture (55.3034)(*), Idle (1), Retreat (0), Defend.Rotation (0), Attack.Split (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
16:27:02
SQ
-> Behavior picked: Attack.Puncture (55.3034)
16:27:02
SQ
* Bandit Thug: Using Puncture against Goblin Skirmisher!
16:27:02
SQ
Bandit Thug uses skill Puncture
16:27:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.Decapitate (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend.Riposte (0), Retreat (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Puncture (0), BreakFree (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Default (0)
16:27:02
SQ
-> Behavior picked: Idle (1)
16:27:02
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
16:27:02
SQ
* ---------------------------------------------------
16:27:02
UI
ERROR: Failed to update entity. Reason: Entity id: 42871 not found.
16:27:02
UI
ERROR: Failed to update entity. Reason: Entity id: 42871 not found.
16:27:02
UI
ERROR: Failed to update entity. Reason: Entity id: 42871 not found.
16:27:02
UI
ERROR: Failed to update entity. Reason: Entity id: 42871 not found.
16:27:02
UI
ERROR: Failed to update entity. Reason: Entity id: 42871 not found.
16:27:03
SQ
Turn started for Arnulf
16:27:05
SQ
Skill [Hidden] removed from [Arnulf].
16:27:07
SQ
Turn started for Asbjorn
16:27:11
SQ
Turn started for Bandit Thug
16:27:11
SQ
*
16:27:11
SQ
* Bandit Thug: Starting turn.
16:27:12
SQ
-> Behaviors to pick from:
Engage.Melee (76.8)(*), 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 (76.8)(*), 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)
16:27:12
SQ
-> Behavior picked: Engage.Melee (76.8)
16:27:12
SQ
* Bandit Thug: Engaging to melee range with Goblin Skirmisher (visible), accepted_distance=0
16:27:12
SQ
* Bandit Thug: Reached engage destination
16:27:13
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)
16:27:13
SQ
-> Behavior picked: Idle (1)
16:27:13
SQ
* Bandit Thug: Ending Turn with 4 of 9 AP left.
16:27:13
SQ
* ---------------------------------------------------
16:27:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Retreat (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Retreat (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), BreakFree (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend (0)
16:27:14
SQ
-> Behavior picked: Idle (1)
16:27:14
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
16:27:14
SQ
* ---------------------------------------------------
16:27:15
SQ
-> Behaviors to pick from:
Idle (1)(*), 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 (1)(*), 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)
16:27:15
SQ
-> Behavior picked: Idle (1)
16:27:15
SQ
* Goblin Skirmisher: Ending Turn with 7 of 9 AP left.
16:27:15
SQ
* ---------------------------------------------------
16:27:16
SQ
INFO: Next round issued: 2
16:27:16
SQ
Turn started for Goblin Ambusher
16:27:16
SQ
*
16:27:16
SQ
* Goblin Ambusher: Starting turn.
16:27:17
SQ
* Goblin Ambusher: In fact, I would prefer to remain where I am
16:27:17
SQ
-> Behaviors to pick from:
Attack.Bow (364.264)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Engage.Ranged (0), Retreat (0), Roam (0)
Attack.Bow (364.264)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Engage.Ranged (0), Retreat (0), Roam (0)
16:27:18
SQ
-> Behavior picked: Attack.Bow (364.264)
16:27:18
SQ
* Goblin Ambusher: Using Aimed Shot against Bandit Marksman!
16:27:18
SQ
Goblin Ambusher uses skill Aimed Shot
16:27:20
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0), Attack.Default (0), BreakFree (0), Flee (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0), Attack.Default (0), BreakFree (0), Flee (0), Engage.Ranged (0), Retreat (0), Roam (0), Attack.Bow (0)
16:27:20
SQ
-> Behavior picked: Idle (1)
16:27:20
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:27:20
SQ
* ---------------------------------------------------
16:27:20
SQ
Turn started for Goblin Ambusher
16:27:20
SQ
*
16:27:20
SQ
* Goblin Ambusher: Starting turn.
16:27:21
SQ
* Goblin Ambusher: In fact, I would prefer to remain where I am
16:27:21
SQ
-> Behaviors to pick from:
Attack.Bow (374.813)(*), Idle (1), Engage.Ranged (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0)
Attack.Bow (374.813)(*), Idle (1), Engage.Ranged (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0)
16:27:21
SQ
-> Behavior picked: Attack.Bow (374.813)
16:27:21
SQ
* Goblin Ambusher: Using Quick Shot against Bandit Marksman!
16:27:21
SQ
Goblin Ambusher uses skill Quick Shot
16:27:23
SQ
* Goblin Ambusher: In fact, I would prefer to remain where I am
16:27:23
SQ
-> Behaviors to pick from:
Attack.Bow (283.024)(*), Idle (1), Engage.Melee (0), Roam (0), Engage.Ranged (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend (0)
Attack.Bow (283.024)(*), Idle (1), Engage.Melee (0), Roam (0), Engage.Ranged (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend (0)
16:27:23
SQ
-> Behavior picked: Attack.Bow (283.024)
16:27:23
SQ
* Goblin Ambusher: Using Quick Shot against Bandit Marksman!
16:27:23
SQ
Goblin Ambusher uses skill Quick Shot
16:27:24
SQ
Bandit Marksman has died.
16:27:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.Default (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend (0), Attack.Bow (0)
Idle (1)(*), Engage.Melee (0), Attack.Default (0), Engage.Ranged (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend (0), Attack.Bow (0)
16:27:24
SQ
-> Behavior picked: Idle (1)
16:27:24
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:27:24
SQ
* ---------------------------------------------------
16:27:25
SQ
Turn started for Goblin Skirmisher
16:27:25
SQ
*
16:27:25
SQ
* Goblin Skirmisher: Starting turn.
16:27:26
SQ
-> Behaviors to pick from:
Attack.Default (337.082)(*), Idle (1), Attack.Decapitate (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Engage.Melee (0)
Attack.Default (337.082)(*), Idle (1), Attack.Decapitate (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Riposte (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Engage.Melee (0)
16:27:26
SQ
-> Behavior picked: Attack.Default (337.082)
16:27:26
SQ
* Goblin Skirmisher: Using Rupture against Bandit Thug!
16:27:26
SQ
Goblin Skirmisher uses skill Rupture
16:27:26
SQ
Bandit Thug has died.
16:27:26
SQ
defensive score: 9.33333
16:27:26
SQ
defensive threshold: 2.75229
16:27:27
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (260)(*), Defend (90)(*), Idle (1), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
SwitchTo.Ranged (260)(*), Defend (90)(*), Idle (1), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
16:27:27
SQ
-> Behavior picked: SwitchTo.Ranged (260)
16:27:27
SQ
* Goblin Skirmisher: Switching to ranged weapon!
16:27:27
SQ
defensive score: 9.33333
16:27:27
SQ
defensive threshold: 2.75229
16:27:27
SQ
-> Behaviors to pick from:
Attack.Default (82.604)(*), Idle (1), Defend.Spearwall (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Attack.ThrowNet (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), Flee (0), Retreat (0), Engage.Melee (0), Defend (0), SwitchTo.Ranged (0)
Attack.Default (82.604)(*), Idle (1), Defend.Spearwall (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Swing (0), BreakFree (0), Attack.ThrowNet (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Attack.KnockOut (0), Roam (0), Flee (0), Retreat (0), Engage.Melee (0), Defend (0), SwitchTo.Ranged (0)
16:27:27
SQ
-> Behavior picked: Attack.Default (82.604)
16:27:27
SQ
* Goblin Skirmisher: Using Throw Bola against Bandit Thug!
16:27:27
SQ
Goblin Skirmisher uses skill Throw Bola
16:27:27
Resource
Loading: sounds/combat/throw_ball_03.wav
16:27:27
Resource
Loading: sounds/combat/throw_ball_hit_01.wav
16:27:27
SQ
defensive score: 9.33333
16:27:27
SQ
defensive threshold: 2.75229
16:27:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Flee (0), Retreat (0), Engage.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0)
Idle (1)(*), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), BreakFree (0), Attack.Puncture (0), Flee (0), Retreat (0), Engage.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0)
16:27:28
SQ
-> Behavior picked: Idle (1)
16:27:28
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
16:27:28
SQ
* ---------------------------------------------------
16:27:28
Resource
Unloading: sounds/combat/throw_ball_03.wav
16:27:28
Resource
Unloading: sounds/combat/throw_ball_hit_01.wav
16:27:28
SQ
Turn started for Sigurd
16:27:38
SQ
Turn started for Wolf
16:27:41
SQ
[Wolf] executes skill [Aimed Shot] on target [Goblin Ambusher]
16:27:41
SQ
Wolf uses skill Aimed Shot
16:27:43
SQ
Turn started for Goblin Skirmisher
16:27:43
SQ
*
16:27:43
SQ
* Goblin Skirmisher: Starting turn.
16:27:44
SQ
defensive score: 9.33333
16:27:44
SQ
defensive threshold: 2.75229
16:27:45
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Decapitate (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0)
Defend (90)(*), Idle (1), Attack.Decapitate (0), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Defend.Riposte (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0)
16:27:45
SQ
-> Behavior picked: Defend (90)
16:27:45
SQ
* Goblin Skirmisher: Waiting until others have moved!
16:27:45
SQ
Turn started for Wendel
16:27:51
SQ
Turn started for Goblin Skirmisher
16:27:51
SQ
*
16:27:51
SQ
* Goblin Skirmisher: Starting turn.
16:27:51
SQ
defensive score: 9.33333
16:27:51
SQ
defensive threshold: 2.75229
16:27:52
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)
16:27:52
SQ
-> Behavior picked: Defend (90)
16:27:52
SQ
* Goblin Skirmisher: Waiting until others have moved!
16:27:52
SQ
Turn started for Meinolf
16:27:57
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:27:57
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:27:57
SQ
Turn started for Arnulf
16:28:04
SQ
Turn started for Bandit Thug
16:28:04
SQ
*
16:28:04
SQ
* Bandit Thug: Starting turn.
16:28:04
SQ
defensive score: 0
16:28:04
SQ
defensive threshold: 3
16:28:05
SQ
-> Behaviors to pick from:
Retreat (1016.67)(*), Engage.Melee (158.125), 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.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend.Riposte (0), Attack.Puncture (0)
Retreat (1016.67)(*), Engage.Melee (158.125), 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.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend.Riposte (0), Attack.Puncture (0)
16:28:05
SQ
-> Behavior picked: Retreat (1016.67)
16:28:05
SQ
* Bandit Thug: Retreating.
16:28:05
UI
ERROR: Failed to update entity. Reason: Entity id: 42870 not found.
16:28:06
SQ
Turn started for Asbjorn
16:28:11
SQ
defensive score: 9.33333
16:28:11
SQ
defensive threshold: 2.75229
16:28:11
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Attack.Decapitate (0), BreakFree (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
Defend (22.5)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Attack.Decapitate (0), BreakFree (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.ThrowNet (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Engage.Melee (0)
16:28:11
SQ
-> Behavior picked: Defend (22.5)
16:28:11
SQ
* Goblin Skirmisher: Holding defensive position.
16:28:11
SQ
defensive score: 9.33333
16:28:11
SQ
defensive threshold: 2.75229
16:28:12
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Default (0), Defend.Riposte (0), Attack.Decapitate (0), BreakFree (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend (0)
Idle (50)(*), Attack.Default (0), Defend.Riposte (0), Attack.Decapitate (0), BreakFree (0), Attack.KnockOut (0), Roam (0), Attack.ThrowNet (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Engage.Melee (0), Defend (0)
16:28:12
SQ
-> Behavior picked: Idle (50)
16:28:12
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
16:28:12
SQ
* ---------------------------------------------------
16:28:13
SQ
defensive score: 9.33333
16:28:13
SQ
defensive threshold: 2.75229
16:28:13
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0)
Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Shieldwall (0), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0)
16:28:13
SQ
-> Behavior picked: Defend (22.5)
16:28:13
SQ
* Goblin Skirmisher: Holding defensive position.
16:28:13
SQ
defensive score: 9.33333
16:28:13
SQ
defensive threshold: 2.75229
16:28:14
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Default (0), Defend.Riposte (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend (0)
Idle (50)(*), Attack.Default (0), Defend.Riposte (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.ThrowNet (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Attack.Split (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), Defend (0)
16:28:14
SQ
-> Behavior picked: Idle (50)
16:28:14
SQ
* Goblin Skirmisher: Ending Turn with 9 of 9 AP left.
16:28:14
SQ
* ---------------------------------------------------
16:28:14
SQ
INFO: Next round issued: 3
16:28:15
SQ
Turn started for Goblin Ambusher
16:28:15
SQ
*
16:28:15
SQ
* Goblin Ambusher: Starting turn.
16:28:15
SQ
defensive score: 9.33333
16:28:15
SQ
defensive threshold: 2.75229
16:28:16
SQ
* Goblin Ambusher: It's important that I get some distance from my opponents..
16:28:16
SQ
-> Behaviors to pick from:
Engage.Ranged (1555.56)(*), Attack.Bow (203.278), Idle (1), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Roam (0), Engage.Melee (0), SwitchTo.Ranged (0)
Engage.Ranged (1555.56)(*), Attack.Bow (203.278), Idle (1), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Attack.Default (0), Flee (0), BreakFree (0), Retreat (0), Roam (0), Engage.Melee (0), SwitchTo.Ranged (0)
16:28:16
SQ
-> Behavior picked: Engage.Ranged (1555.56)
16:28:16
SQ
* Goblin Ambusher: Engaging into firing range over 4 tiles at Meinolf (not visible)
16:28:18
SQ
defensive score: 9.33333
16:28:18
SQ
defensive threshold: 2.75229
16:28:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Defend (0), BreakFree (0), Retreat (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Ranged (0)
Idle (1)(*), Attack.Puncture (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0), Flee (0), Defend (0), BreakFree (0), Retreat (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Engage.Ranged (0)
16:28:18
SQ
-> Behavior picked: Idle (1)
16:28:18
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:28:18
SQ
* ---------------------------------------------------
16:28:19
SQ
Turn started for Sigurd
16:28:29
SQ
[Sigurd] executes skill [Slash] on target [Goblin Ambusher]
16:28:29
SQ
Sigurd uses skill Slash
16:28:29
SQ
Turn started for Goblin Skirmisher
16:28:29
SQ
*
16:28:29
SQ
* Goblin Skirmisher: Starting turn.
16:28:31
SQ
-> Behaviors to pick from:
Engage.Melee (86.9565)(*), Idle (1), Defend.Knockback (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Flee (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0)
Engage.Melee (86.9565)(*), Idle (1), Defend.Knockback (0), Attack.KnockOut (0), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Flee (0), Attack.ThrowNet (0), Retreat (0), Attack.Decapitate (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0)
16:28:31
SQ
-> Behavior picked: Engage.Melee (86.9565)
16:28:31
SQ
* Goblin Skirmisher: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
16:28:31
SQ
* Goblin Skirmisher: Reached engage destination
16:28:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.ThrowNet (0), Retreat (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Flee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0), Engage.Melee (0)
Idle (1)(*), Defend.Knockback (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Attack.ThrowNet (0), Retreat (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Flee (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0), Engage.Melee (0)
16:28:32
SQ
-> Behavior picked: Idle (1)
16:28:32
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
16:28:32
SQ
* ---------------------------------------------------
16:28:33
SQ
Turn started for Goblin Ambusher
16:28:33
SQ
*
16:28:33
SQ
* Goblin Ambusher: Starting turn.
16:28:34
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), BreakFree (0), Defend (0), Attack.Default (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0)
SwitchTo.Melee (200)(*), Idle (1), BreakFree (0), Defend (0), Attack.Default (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0)
16:28:34
SQ
-> Behavior picked: SwitchTo.Melee (200)
16:28:34
SQ
* Goblin Ambusher: Switching to melee weapon!
16:28:34
SQ
-> Behaviors to pick from:
Attack.Default (79.1201)(*), Idle (1), Attack.Puncture (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0), SwitchTo.Melee (0)
Attack.Default (79.1201)(*), Idle (1), Attack.Puncture (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0), SwitchTo.Melee (0)
16:28:34
SQ
-> Behavior picked: Attack.Default (79.1201)
16:28:34
SQ
* Goblin Ambusher: Using Slash against Sigurd!
16:28:34
SQ
Goblin Ambusher uses skill Slash
16:28:35
SQ
-> Behaviors to pick from:
Attack.Default (78.7721)(*), Idle (1), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0), Retreat (0), Roam (0)
Attack.Default (78.7721)(*), Idle (1), BreakFree (0), SwitchTo.Ranged (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Defend (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0), Retreat (0), Roam (0)
16:28:35
SQ
-> Behavior picked: Attack.Default (78.7721)
16:28:35
SQ
* Goblin Ambusher: Using Slash against Sigurd!
16:28:35
SQ
Goblin Ambusher uses skill Slash
16:28:36
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Default (0)
16:28:36
SQ
-> Behavior picked: Idle (1)
16:28:36
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:28:36
SQ
* ---------------------------------------------------
16:28:36
SQ
Turn started for Goblin Skirmisher
16:28:36
SQ
*
16:28:36
SQ
* Goblin Skirmisher: Starting turn.
16:28:38
SQ
-> Behaviors to pick from:
Engage.Melee (86.9565)(*), Idle (1), BreakFree (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Attack.Puncture (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), Defend (0), Attack.Default (0)
Engage.Melee (86.9565)(*), Idle (1), BreakFree (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Attack.Puncture (0), Flee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), Defend (0), Attack.Default (0)
16:28:38
SQ
-> Behavior picked: Engage.Melee (86.9565)
16:28:38
SQ
* Goblin Skirmisher: Engaging to melee range with Bandit Thug (not visible), accepted_distance=0
16:28:38
SQ
* Goblin Skirmisher: Reached engage destination
16:28:38
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Attack.Puncture (0), Flee (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), Defend (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Defend.Shieldwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Attack.Puncture (0), Flee (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Decapitate (0), Defend (0), Attack.Default (0), Engage.Melee (0)
16:28:38
SQ
-> Behavior picked: Idle (1)
16:28:38
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:28:38
SQ
* ---------------------------------------------------
16:28:39
SQ
Turn started for Goblin Skirmisher
16:28:39
SQ
*
16:28:39
SQ
* Goblin Skirmisher: Starting turn.
16:28:40
SQ
-> Behaviors to pick from:
Engage.Melee (149.457)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.ThrowNet (0), Attack.Split (0), Attack.KnockOut (0), Retreat (0), Attack.Puncture (0), Defend (0), Attack.Default (0)
Engage.Melee (149.457)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Attack.ThrowNet (0), Attack.Split (0), Attack.KnockOut (0), Retreat (0), Attack.Puncture (0), Defend (0), Attack.Default (0)
16:28:40
SQ
-> Behavior picked: Engage.Melee (149.457)
16:28:40
SQ
* Goblin Skirmisher: Engaging to melee range with Bandit Thug (not visible), accepted_distance=0
16:28:40
SQ
* Goblin Skirmisher: Reached engage destination
16:28:41
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Split (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Roam (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Attack.Decapitate (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Split (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Flee (0), Roam (0), Defend.Spearwall (0), Attack.KnockOut (0), Retreat (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Engage.Melee (0)
16:28:41
SQ
-> Behavior picked: Idle (1)
16:28:41
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:28:41
SQ
* ---------------------------------------------------
16:28:41
SQ
Turn started for Arnulf
16:28:45
SQ
[Arnulf] executes skill [Thrust] on target [Goblin Ambusher]
16:28:45
SQ
Arnulf uses skill Thrust
16:28:46
SQ
Turn started for Wolf
16:28:51
SQ
Turn started for Wendel
16:28:58
SQ
Turn started for Asbjorn
16:29:03
SQ
Turn started for Meinolf
16:29:05
SQ
Skill [Hidden] removed from [Meinolf].
16:29:07
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:29:07
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:29:07
SQ
Turn started for Bandit Thug
16:29:07
SQ
*
16:29:07
SQ
* Bandit Thug: Starting turn.
16:29:08
SQ
defensive score: 0
16:29:08
SQ
defensive threshold: 3
16:29:08
SQ
-> Behaviors to pick from:
Retreat (1016.67)(*), Engage.Melee (110), Idle (1), BreakFree (0), Attack.Default (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Split (0)
Retreat (1016.67)(*), Engage.Melee (110), Idle (1), BreakFree (0), Attack.Default (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Split (0)
16:29:08
SQ
-> Behavior picked: Retreat (1016.67)
16:29:08
SQ
* Bandit Thug: Retreating.
16:29:08
SQ
* Bandit Thug: Retreated!
16:29:09
SQ
INFO: Next round issued: 4
16:29:09
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:29:09
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:29:09
SQ
Turn started for Goblin Skirmisher
16:29:09
SQ
*
16:29:09
SQ
* Goblin Skirmisher: Starting turn.
16:29:11
SQ
-> Behaviors to pick from:
Engage.Melee (90)(*), Idle (1), SwitchTo.Melee (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Flee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Split (0), Attack.Decapitate (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0)
Engage.Melee (90)(*), Idle (1), SwitchTo.Melee (0), Attack.ThrowNet (0), Defend.Shieldwall (0), Flee (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Split (0), Attack.Decapitate (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0)
16:29:11
SQ
-> Behavior picked: Engage.Melee (90)
16:29:11
SQ
* Goblin Skirmisher: Engaging to melee range with Arnulf (not visible), accepted_distance=0
16:29:11
SQ
* Goblin Skirmisher: Reached engage destination
16:29:11
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Attack.Swing (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Retreat (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.Decapitate (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Attack.Split (0), Attack.Swing (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Retreat (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.Decapitate (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Engage.Melee (0)
16:29:11
SQ
-> Behavior picked: Idle (1)
16:29:11
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:29:11
SQ
* ---------------------------------------------------
16:29:12
SQ
Turn started for Goblin Skirmisher
16:29:12
SQ
*
16:29:12
SQ
* Goblin Skirmisher: Starting turn.
16:29:13
SQ
-> Behaviors to pick from:
Engage.Melee (156.25)(*), Idle (1), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Retreat (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0)
Engage.Melee (156.25)(*), Idle (1), SwitchTo.Melee (0), Attack.ThrowNet (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Retreat (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0)
16:29:13
SQ
-> Behavior picked: Engage.Melee (156.25)
16:29:13
SQ
* Goblin Skirmisher: Engaging to melee range with Sigurd (not visible), accepted_distance=0
16:29:13
SQ
* Goblin Skirmisher: Reached engage destination
16:29:14
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Roam (0), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), Retreat (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), SwitchTo.Melee (0), Roam (0), Attack.Decapitate (0), Flee (0), Defend.Knockback (0), Retreat (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.ThrowNet (0), Attack.Puncture (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Engage.Melee (0)
16:29:14
SQ
-> Behavior picked: Idle (1)
16:29:14
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:29:14
SQ
* ---------------------------------------------------
16:29:14
SQ
Turn started for Goblin Skirmisher
16:29:14
SQ
*
16:29:14
SQ
* Goblin Skirmisher: Starting turn.
16:29:16
SQ
-> Behaviors to pick from:
Engage.Melee (90)(*), Idle (1), Attack.Split (0), Attack.ThrowNet (0), BreakFree (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0)
Engage.Melee (90)(*), Idle (1), Attack.Split (0), Attack.ThrowNet (0), BreakFree (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), Attack.Decapitate (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0)
16:29:16
SQ
-> Behavior picked: Engage.Melee (90)
16:29:16
SQ
* Goblin Skirmisher: Engaging to melee range with Sigurd (not visible), accepted_distance=0
16:29:16
SQ
* Goblin Skirmisher: Reached engage destination
16:29:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend.Shieldwall (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Defend (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Defend.Shieldwall (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Defend (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), Engage.Melee (0)
16:29:16
SQ
-> Behavior picked: Idle (1)
16:29:16
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:29:16
SQ
* ---------------------------------------------------
16:29:17
SQ
Turn started for Goblin Ambusher
16:29:17
SQ
*
16:29:17
SQ
* Goblin Ambusher: Starting turn.
16:29:18
SQ
* Goblin Ambusher: It's important that I get some distance from my opponents..
16:29:18
SQ
-> Behaviors to pick from:
Engage.Ranged (244.444)(*), Attack.Bow (122.067)(*), Idle (1), Engage.Melee (0), Flee (0), Attack.Default (0), Defend (0), Retreat (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0)
Engage.Ranged (244.444)(*), Attack.Bow (122.067)(*), Idle (1), Engage.Melee (0), Flee (0), Attack.Default (0), Defend (0), Retreat (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Puncture (0)
16:29:18
SQ
-> Behavior picked: Attack.Bow (122.067)
16:29:18
SQ
* Goblin Ambusher: Using Aimed Shot against Wendel!
16:29:18
SQ
Goblin Ambusher uses skill Aimed Shot
16:29:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Bow (0), Attack.Puncture (0), Engage.Ranged (0)
Idle (1)(*), Attack.Default (0), Defend (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), Roam (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Bow (0), Attack.Puncture (0), Engage.Ranged (0)
16:29:21
SQ
-> Behavior picked: Idle (1)
16:29:21
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:29:21
SQ
* ---------------------------------------------------
16:29:21
SQ
Turn started for Sigurd
16:29:26
SQ
[Sigurd] executes skill [Knock Back] on target [Goblin Ambusher]
16:29:26
SQ
Sigurd uses skill Knock Back
16:29:31
SQ
Turn started for Goblin Ambusher
16:29:31
SQ
*
16:29:31
SQ
* Goblin Ambusher: Starting turn.
16:29:32
SQ
-> Behaviors to pick from:
Attack.Default (61.9522)(*), Idle (1), SwitchTo.Melee (0), Defend (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Puncture (0), BreakFree (0)
Attack.Default (61.9522)(*), Idle (1), SwitchTo.Melee (0), Defend (0), Flee (0), SwitchTo.Ranged (0), Engage.Ranged (0), Attack.Bow (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Puncture (0), BreakFree (0)
16:29:32
SQ
-> Behavior picked: Attack.Default (61.9522)
16:29:32
SQ
* Goblin Ambusher: Using Slash against Sigurd!
16:29:32
SQ
Goblin Ambusher uses skill Slash
16:29:32
SQ
-> Behaviors to pick from:
Attack.Default (64.3895)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), Defend (0)
Attack.Default (64.3895)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), Defend (0)
16:29:32
SQ
-> Behavior picked: Attack.Default (64.3895)
16:29:33
SQ
* Goblin Ambusher: Using Slash against Sigurd!
16:29:33
SQ
Goblin Ambusher uses skill Slash
16:29:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), Defend (0), Attack.Default (0)
Idle (1)(*), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), Defend (0), Attack.Default (0)
16:29:33
SQ
-> Behavior picked: Idle (1)
16:29:33
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:29:33
SQ
* ---------------------------------------------------
16:29:33
SQ
Turn started for Meinolf
16:29:36
SQ
Skill [Hidden] removed from [Meinolf].
16:29:37
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:29:37
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:29:38
SQ
Turn started for Asbjorn
16:29:41
SQ
[Asbjorn] executes skill [Thrust] on target [Goblin Ambusher]
16:29:41
SQ
Asbjorn uses skill Thrust
16:29:43
SQ
Turn started for Arnulf
16:29:46
SQ
[Arnulf] executes skill [Thrust] on target [Goblin Ambusher]
16:29:46
SQ
Arnulf uses skill Thrust
16:29:48
SQ
Turn started for Wendel
16:29:50
SQ
[Wendel] executes skill [Impale] on target [Goblin Ambusher]
16:29:50
SQ
Wendel uses skill Impale
16:29:52
SQ
Turn started for Wolf
16:29:56
SQ
[Wolf] executes skill [Quick Shot] on target [Goblin Ambusher]
16:29:56
SQ
Wolf uses skill Quick Shot
16:29:57
SQ
INFO: Next round issued: 5
16:29:57
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:29:57
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:29:57
SQ
Turn started for Goblin Skirmisher
16:29:57
SQ
*
16:29:57
SQ
* Goblin Skirmisher: Starting turn.
16:29:58
SQ
-> Behaviors to pick from:
Engage.Melee (128.211)(*), Idle (1), Flee (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Default (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0)
Engage.Melee (128.211)(*), Idle (1), Flee (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Roam (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Default (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0)
16:29:58
SQ
-> Behavior picked: Engage.Melee (128.211)
16:29:58
SQ
* Goblin Skirmisher: Engaging to melee range with Asbjorn (visible), accepted_distance=0
16:29:59
SQ
* Goblin Skirmisher: Reached engage destination
16:30:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.ThrowNet (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Engage.Melee (0)
16:30:00
SQ
-> Behavior picked: Idle (1)
16:30:00
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
16:30:00
SQ
* ---------------------------------------------------
16:30:00
SQ
Turn started for Goblin Skirmisher
16:30:00
SQ
*
16:30:00
SQ
* Goblin Skirmisher: Starting turn.
16:30:01
SQ
-> Behaviors to pick from:
Engage.Melee (203.804)(*), Idle (1), Flee (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Melee (0)
Engage.Melee (203.804)(*), Idle (1), Flee (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), Attack.Swing (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Melee (0)
16:30:01
SQ
-> Behavior picked: Engage.Melee (203.804)
16:30:01
SQ
* Goblin Skirmisher: Engaging to melee range with Asbjorn (not visible), accepted_distance=0
16:30:01
SQ
* Goblin Skirmisher: Reached engage destination
16:30:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.SplitShield (0), Roam (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Attack.SplitShield (0), Roam (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Attack.Puncture (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Melee (0), Engage.Melee (0)
16:30:02
SQ
-> Behavior picked: Idle (1)
16:30:02
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:30:02
SQ
* ---------------------------------------------------
16:30:02
SQ
Turn started for Goblin Skirmisher
16:30:02
SQ
*
16:30:02
SQ
* Goblin Skirmisher: Starting turn.
16:30:03
SQ
-> Behaviors to pick from:
Engage.Melee (130.435)(*), Idle (1), Flee (0), Defend.Knockback (0), Defend.Spearwall (0), Retreat (0), Attack.SplitShield (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Decapitate (0), Attack.Swing (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0)
Engage.Melee (130.435)(*), Idle (1), Flee (0), Defend.Knockback (0), Defend.Spearwall (0), Retreat (0), Attack.SplitShield (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Decapitate (0), Attack.Swing (0), Defend (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0)
16:30:03
SQ
-> Behavior picked: Engage.Melee (130.435)
16:30:03
SQ
* Goblin Skirmisher: Engaging to melee range with Arnulf (not visible), accepted_distance=0
16:30:04
SQ
* Goblin Skirmisher: Reached engage destination
16:30:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), Defend (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0)
Idle (1)(*), Flee (0), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), Defend (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Split (0), Attack.ThrowNet (0), Attack.Decapitate (0), Roam (0), Defend.Knockback (0), Attack.Default (0), Defend.Riposte (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0)
16:30:05
SQ
-> Behavior picked: Idle (1)
16:30:05
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:30:05
SQ
* ---------------------------------------------------
16:30:05
SQ
Turn started for Goblin Ambusher
16:30:05
SQ
*
16:30:05
SQ
* Goblin Ambusher: Starting turn.
16:30:06
SQ
* Goblin Ambusher: It's important that I get some distance from my opponents..
16:30:07
SQ
-> Behaviors to pick from:
Engage.Ranged (344.444)(*), Attack.Bow (160.871)(*), Idle (1), SwitchTo.Melee (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Flee (0), Attack.Default (0)
Engage.Ranged (344.444)(*), Attack.Bow (160.871)(*), Idle (1), SwitchTo.Melee (0), Retreat (0), Defend (0), Engage.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Flee (0), Attack.Default (0)
16:30:07
SQ
-> Behavior picked: Engage.Ranged (344.444)
16:30:07
SQ
* Goblin Ambusher: Engaging into firing range over 4 tiles at Wolf (visible)
16:30:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), Attack.Default (0), Engage.Ranged (0)
Idle (1)(*), Defend (0), Engage.Melee (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), Attack.Default (0), Engage.Ranged (0)
16:30:08
SQ
-> Behavior picked: Idle (1)
16:30:08
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:30:08
SQ
* ---------------------------------------------------
16:30:08
SQ
Turn started for Meinolf
16:30:11
SQ
Skill [Hidden] removed from [Meinolf].
16:30:13
SQ
[Meinolf] executes skill [Split Man] on target [Goblin Ambusher]
16:30:13
SQ
Meinolf uses skill Split Man
16:30:13
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:30:13
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:30:14
SQ
Turn started for Asbjorn
16:30:16
SQ
[Asbjorn] executes skill [Thrust] on target [Goblin Ambusher]
16:30:16
SQ
Asbjorn uses skill Thrust
16:30:17
SQ
[Asbjorn] executes skill [Thrust] on target [Goblin Ambusher]
16:30:17
SQ
Asbjorn uses skill Thrust
16:30:17
SQ
Goblin Ambusher has died.
16:30:17
SQ
Turn started for Arnulf
16:30:25
SQ
Turn started for Wendel
16:30:35
SQ
Turn started for Wolf
16:30:39
SQ
[Wolf] executes skill [Quick Shot] on target [Goblin Ambusher]
16:30:39
SQ
Wolf uses skill Quick Shot
16:30:40
SQ
Turn started for Sigurd
16:30:47
SQ
INFO: Next round issued: 6
16:30:47
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:30:47
UI
ERROR: Failed to update entity. Reason: Entity id: 11944 not found.
16:30:48
SQ
Turn started for Goblin Skirmisher
16:30:48
SQ
*
16:30:48
SQ
* Goblin Skirmisher: Starting turn.
16:30:49
SQ
-> Behaviors to pick from:
Engage.Melee (149.457)(*), Idle (1), Retreat (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Decapitate (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Split (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0)
Engage.Melee (149.457)(*), Idle (1), Retreat (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Decapitate (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Split (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.Puncture (0), Defend.Riposte (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0)
16:30:49
SQ
-> Behavior picked: Engage.Melee (149.457)
16:30:49
SQ
* Goblin Skirmisher: Engaging to melee range with Sigurd (visible), accepted_distance=0
16:30:50
SQ
* Goblin Skirmisher: Reached engage destination
16:30:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Swing (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Retreat (0), Roam (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Attack.Default (0), SwitchTo.Ranged (0), Attack.Swing (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0)
16:30:50
SQ
-> Behavior picked: Idle (1)
16:30:50
SQ
* Goblin Skirmisher: Ending Turn with 3 of 9 AP left.
16:30:50
SQ
* ---------------------------------------------------
16:30:51
SQ
Turn started for Goblin Skirmisher
16:30:51
SQ
*
16:30:51
SQ
* Goblin Skirmisher: Starting turn.
16:30:52
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Attack.Decapitate (0), Defend.Riposte (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.ThrowNet (0), Attack.Default (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Flee (0)
SwitchTo.Melee (200)(*), Idle (1), Attack.Decapitate (0), Defend.Riposte (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), Retreat (0), Attack.KnockOut (0), Defend (0), Attack.ThrowNet (0), Attack.Default (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Flee (0)
16:30:52
SQ
-> Behavior picked: SwitchTo.Melee (200)
16:30:52
SQ
* Goblin Skirmisher: Switching to melee weapon!
16:30:53
SQ
-> Behaviors to pick from:
Attack.Default (311.305)(*), Idle (1), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Retreat (0), Defend.Riposte (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0)
Attack.Default (311.305)(*), Idle (1), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Retreat (0), Defend.Riposte (0), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0)
16:30:53
SQ
-> Behavior picked: Attack.Default (311.305)
16:30:53
SQ
* Goblin Skirmisher: Using Rupture against Sigurd!
16:30:53
SQ
Goblin Skirmisher uses skill Rupture
16:30:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Decapitate (0), Roam (0), Defend.Riposte (0), Defend.Knockback (0), Defend (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Decapitate (0), Roam (0), Defend.Riposte (0), Defend.Knockback (0), Defend (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Retreat (0), Attack.KnockOut (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Attack.Default (0)
16:30:54
SQ
-> Behavior picked: Idle (1)
16:30:54
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
16:30:54
SQ
* ---------------------------------------------------
16:30:54
SQ
Turn started for Goblin Skirmisher
16:30:54
SQ
*
16:30:54
SQ
* Goblin Skirmisher: Starting turn.
16:30:55
SQ
-> Behaviors to pick from:
Engage.Melee (114.625)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0)
Engage.Melee (114.625)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Riposte (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0)
16:30:55
SQ
-> Behavior picked: Engage.Melee (114.625)
16:30:55
SQ
* Goblin Skirmisher: Engaging to melee range with Sigurd (not visible), accepted_distance=0
16:30:57
SQ
* Goblin Skirmisher: Reached engage destination
16:30:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.Split (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Attack.Default (0), Attack.Split (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0)
16:30:57
SQ
-> Behavior picked: Idle (1)
16:30:57
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:30:57
SQ
* ---------------------------------------------------
16:30:57
SQ
Turn started for Goblin Ambusher
16:30:57
SQ
*
16:30:57
SQ
* Goblin Ambusher: Starting turn.
16:30:59
SQ
-> Behaviors to pick from:
SwitchTo.Melee (200)(*), Idle (1), Flee (0), BreakFree (0), Engage.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), Attack.Default (0), Retreat (0), Defend (0)
SwitchTo.Melee (200)(*), Idle (1), Flee (0), BreakFree (0), Engage.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Roam (0), Attack.Puncture (0), Attack.Bow (0), Attack.Default (0), Retreat (0), Defend (0)
16:30:59
SQ
-> Behavior picked: SwitchTo.Melee (200)
16:30:59
SQ
* Goblin Ambusher: Switching to melee weapon!
16:30:59
SQ
-> Behaviors to pick from:
Attack.Puncture (244.341)(*), Attack.Default (86.6211)(*), Idle (1), Engage.Melee (0), Engage.Ranged (0), Flee (0), SwitchTo.Ranged (0), Roam (0), Attack.Bow (0), BreakFree (0), Retreat (0), Defend (0), SwitchTo.Melee (0)
Attack.Puncture (244.341)(*), Attack.Default (86.6211)(*), Idle (1), Engage.Melee (0), Engage.Ranged (0), Flee (0), SwitchTo.Ranged (0), Roam (0), Attack.Bow (0), BreakFree (0), Retreat (0), Defend (0), SwitchTo.Melee (0)
16:30:59
SQ
-> Behavior picked: Attack.Puncture (244.341)
16:30:59
SQ
* Goblin Ambusher: Using Puncture against Meinolf!
16:30:59
SQ
Goblin Ambusher uses skill Puncture
16:31:00
SQ
-> Behaviors to pick from:
Attack.Puncture (1560.26)(*), Attack.Default (81.784), Idle (1), Engage.Ranged (0), Defend (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0)
Attack.Puncture (1560.26)(*), Attack.Default (81.784), Idle (1), Engage.Ranged (0), Defend (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0)
16:31:00
SQ
-> Behavior picked: Attack.Puncture (1560.26)
16:31:00
SQ
* Goblin Ambusher: Using Puncture against Meinolf!
16:31:00
SQ
Goblin Ambusher uses skill Puncture
16:31:00
SQ
Meinolf has died.
16:31:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), SwitchTo.Melee (0), Defend (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0)
Idle (1)(*), Flee (0), SwitchTo.Melee (0), Defend (0), Roam (0), Attack.Bow (0), Engage.Ranged (0), BreakFree (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0)
16:31:00
SQ
-> Behavior picked: Idle (1)
16:31:00
SQ
* Goblin Ambusher: Ending Turn with 1 of 9 AP left.
16:31:00
SQ
* ---------------------------------------------------
16:31:00
UI
ERROR: Failed to query entity data for entity (42869). Reason: Invalid result.
16:31:01
SQ
Turn started for Arnulf
16:31:03
SQ
[Arnulf] executes skill [Thrust] on target [Goblin Skirmisher]
16:31:03
SQ
Arnulf uses skill Thrust
16:31:04
SQ
[Arnulf] executes skill [Thrust] on target [Goblin Skirmisher]
16:31:04
SQ
Arnulf uses skill Thrust
16:31:05
SQ
Turn started for Asbjorn
16:31:11
SQ
Turn started for Wendel
16:31:13
SQ
[Wendel] executes skill [Impale] on target [Goblin Ambusher]
16:31:13
SQ
Wendel uses skill Impale
16:31:13
SQ
Goblin Ambusher has died.
16:31:15
SQ
Skill [Hidden] removed from [Wendel].
16:31:16
SQ
Turn started for Sigurd
16:31:18
Resource
Loading: music/goblins_01.ogg
16:31:19
SQ
[Sigurd] executes skill [Slash] on target [Goblin Skirmisher]
16:31:19
SQ
Sigurd uses skill Slash
16:31:21
Resource
Unloading: music/goblins_03.ogg
16:31:22
SQ
Turn started for Wolf
16:31:27
SQ
INFO: Next round issued: 7
16:31:27
SQ
Turn started for Goblin Skirmisher
16:31:27
SQ
*
16:31:27
SQ
* Goblin Skirmisher: Starting turn.
16:31:28
SQ
-> Behaviors to pick from:
Attack.ThrowNet (231.767)(*), Attack.Default (75.8107)(*), Idle (1), Attack.Decapitate (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0)
Attack.ThrowNet (231.767)(*), Attack.Default (75.8107)(*), Idle (1), Attack.Decapitate (0), Attack.Puncture (0), Roam (0), SwitchTo.Ranged (0), Attack.Split (0), Flee (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0)
16:31:28
SQ
-> Behavior picked: Attack.Default (75.8107)
16:31:28
SQ
* Goblin Skirmisher: Using Throw Bola against Sigurd!
16:31:28
SQ
Goblin Skirmisher uses skill Throw Bola
16:31:28
Resource
Loading: sounds/combat/throw_ball_01.wav
16:31:28
Resource
Loading: sounds/combat/throw_ball_hit_01.wav
16:31:29
Resource
Unloading: sounds/combat/throw_ball_01.wav
16:31:29
Resource
Unloading: sounds/combat/throw_ball_hit_01.wav
16:31:30
SQ
-> Behaviors to pick from:
Attack.ThrowNet (227.369)(*), Attack.Default (75.179)(*), Idle (1), Attack.Puncture (0), Defend.Riposte (0), Roam (0), Attack.Swing (0), Flee (0), Defend (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0), Attack.Decapitate (0)
Attack.ThrowNet (227.369)(*), Attack.Default (75.179)(*), Idle (1), Attack.Puncture (0), Defend.Riposte (0), Roam (0), Attack.Swing (0), Flee (0), Defend (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0), Attack.Decapitate (0)
16:31:30
SQ
-> Behavior picked: Attack.ThrowNet (227.369)
16:31:30
SQ
* Goblin Skirmisher: Using Throw Net against Sigurd!
16:31:30
SQ
Goblin Skirmisher uses skill Throw Net
16:31:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Swing (0), Defend.Riposte (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), BreakFree (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0), Attack.Decapitate (0), Attack.ThrowNet (0)
Idle (1)(*), Roam (0), Attack.Swing (0), Defend.Riposte (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), BreakFree (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Retreat (0), Attack.Decapitate (0), Attack.ThrowNet (0)
16:31:30
SQ
-> Behavior picked: Idle (1)
16:31:30
SQ
* Goblin Skirmisher: Ending Turn with 0 of 9 AP left.
16:31:30
SQ
* ---------------------------------------------------
16:31:31
SQ
Turn started for Goblin Skirmisher
16:31:31
SQ
*
16:31:31
SQ
* Goblin Skirmisher: Starting turn.
16:31:32
SQ
-> Behaviors to pick from:
Engage.Melee (156.522)(*), Idle (1), Attack.Puncture (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Split (0), Retreat (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), Attack.KnockOut (0)
Engage.Melee (156.522)(*), Idle (1), Attack.Puncture (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Split (0), Retreat (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), Attack.KnockOut (0)
16:31:32
SQ
-> Behavior picked: Engage.Melee (156.522)
16:31:32
SQ
* Goblin Skirmisher: Engaging to melee range with Sigurd (visible), accepted_distance=0
16:31:33
SQ
* Goblin Skirmisher: Reached engage destination
16:31:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), Attack.KnockOut (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.Default (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.ThrowNet (0), Defend (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), BreakFree (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Flee (0), Attack.SplitShield (0), Attack.KnockOut (0), Engage.Melee (0)
16:31:33
SQ
-> Behavior picked: Idle (1)
16:31:33
SQ
* Goblin Skirmisher: Ending Turn with 1 of 9 AP left.
16:31:33
SQ
* ---------------------------------------------------
16:31:34
SQ
Turn started for Goblin Skirmisher
16:31:34
SQ
*
16:31:34
SQ
* Goblin Skirmisher: Starting turn.
16:31:35
SQ
-> Behaviors to pick from:
Attack.Default (309.16)(*), Idle (1), Roam (0), Defend.Riposte (0), Defend.Shieldwall (0), Retreat (0), Attack.KnockOut (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Attack.Split (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0)
Attack.Default (309.16)(*), Idle (1), Roam (0), Defend.Riposte (0), Defend.Shieldwall (0), Retreat (0), Attack.KnockOut (0), Attack.ThrowNet (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Attack.Split (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0)
16:31:35
SQ
-> Behavior picked: Attack.Default (309.16)
16:31:35
SQ
* Goblin Skirmisher: Using Rupture against Sigurd!
16:31:35
SQ
Goblin Skirmisher uses skill Rupture
16:31:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.KnockOut (0), Defend.Shieldwall (0), Retreat (0), Defend (0), Attack.Split (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.ThrowNet (0), Defend.Riposte (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), Roam (0), Attack.KnockOut (0), Defend.Shieldwall (0), Retreat (0), Defend (0), Attack.Split (0), Attack.Swing (0), Defend.Spearwall (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Ranged (0), BreakFree (0), Attack.ThrowNet (0), Defend.Riposte (0), Engage.Melee (0), Flee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Default (0)
16:31:35
SQ
-> Behavior picked: Idle (1)
16:31:35
SQ
* Goblin Skirmisher: Ending Turn with 4 of 9 AP left.
16:31:35
SQ
* ---------------------------------------------------
16:31:36
SQ
Turn started for Asbjorn
16:31:38
SQ
[Asbjorn] executes skill [Thrust] on target [Goblin Skirmisher]
16:31:38
SQ
Asbjorn uses skill Thrust
16:31:39
SQ
[Asbjorn] executes skill [Thrust] on target [Goblin Skirmisher]
16:31:39
SQ
Asbjorn uses skill Thrust
16:31:39
SQ
Goblin Skirmisher has died.
16:31:40
SQ
Turn started for Arnulf
16:31:47
SQ
[Arnulf] executes skill [Thrust] on target [Goblin Skirmisher]
16:31:47
SQ
Arnulf uses skill Thrust
16:31:48
SQ
Turn started for Wendel
16:31:52
SQ
Turn started for Sigurd
16:32:00
SQ
[Sigurd] executes skill [Slash] on target [Goblin Skirmisher]
16:32:00
SQ
Sigurd uses skill Slash
16:32:01
SQ
[Sigurd] executes skill [Slash] on target [Goblin Skirmisher]
16:32:01
SQ
Sigurd uses skill Slash
16:32:01
SQ
Goblin Skirmisher has died.
16:32:02
SQ
Turn started for Wolf
16:32:06
SQ
INFO: Next round issued: 8
16:32:06
SQ
Turn started for Goblin Skirmisher
16:32:06
SQ
*
16:32:06
SQ
* Goblin Skirmisher: Starting turn.
16:32:07
SQ
defensive score: 6.66667
16:32:07
SQ
defensive threshold: 2.6087
16:32:08
SQ
-> Behaviors to pick from:
Retreat (1150)(*), Attack.Default (86.7112), Idle (1), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), Attack.ThrowNet (0), Attack.KnockOut (0), Attack.Split (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Roam (0)
Retreat (1150)(*), Attack.Default (86.7112), Idle (1), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), Attack.ThrowNet (0), Attack.KnockOut (0), Attack.Split (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Defend (0), Attack.Decapitate (0), Defend.Riposte (0), Roam (0)
16:32:08
SQ
-> Behavior picked: Retreat (1150)
16:32:08
SQ
* Goblin Skirmisher: Retreating.
16:32:10
SQ
Turn started for Asbjorn
16:32:16
SQ
[Asbjorn] executes skill [Thrust] on target [Goblin Skirmisher]
16:32:16
SQ
Asbjorn uses skill Thrust
16:32:16
UI
ERROR: Failed to query entity skills data for entity (11943). Reason: Invalid result.
16:32:17
SQ
Turn started for Wendel
16:32:20
SQ
Turn started for Arnulf
16:32:26
SQ
Turn started for Wolf
16:32:29
SQ
[Wolf] executes skill [Aimed Shot] on target [Goblin Skirmisher]
16:32:29
SQ
Wolf uses skill Aimed Shot
16:32:31
SQ
Goblin Skirmisher has died.
16:32:31
Resource
Unloading: gfx/orientation_overlay.png
16:32:31
SQ
Skill [Break Free] removed from [Sigurd].
16:32:31
SQ
Skill [Trapped in Net] removed from [Sigurd].
16:32:31
Resource
Loading: music/victory_01.ogg
16:32:35
Resource
Unloading: music/goblins_01.ogg
16:34:27
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:34:27
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:34:27
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
16:34:27
SQ
World::onCombatFinished
16:34:27
SQ
TacticalState::onFinish
16:34:28
Resource
Unloading: gfx/object_0.png
16:34:28
Resource
Unloading Resource Package "Temporary Tactical Resources".
16:34:28
Resource
Unloading: sounds/combat/rupture_blood_01.wav
16:34:28
Resource
Unloading: sounds/combat/rupture_blood_02.wav
16:34:28
Resource
Unloading: sounds/combat/rupture_blood_03.wav
16:34:28
Resource
Unloading: sounds/combat/repel_hit_01.wav
16:34:28
Resource
Unloading: sounds/combat/repel_hit_02.wav
16:34:28
Resource
Unloading: sounds/combat/repel_hit_03.wav
16:34:28
Resource
Unloading: sounds/combat/throw_net_01.wav
16:34:28
Resource
Unloading: sounds/combat/throw_net_02.wav
16:34:28
Resource
Unloading: sounds/combat/break_free_net_01.wav
16:34:28
Resource
Unloading: sounds/combat/break_free_net_02.wav
16:34:28
Resource
Unloading: sounds/combat/break_free_net_03.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_00.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_01.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_02.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_03.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_04.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_05.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_06.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_07.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_08.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_09.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_10.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_hurt_11.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_00.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_01.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_02.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_03.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_04.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_05.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_06.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_07.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_death_08.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_flee_00.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_flee_01.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_flee_02.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_flee_03.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_flee_04.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_flee_05.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_00.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_01.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_02.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_03.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_04.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_05.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_06.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_07.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_08.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_09.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_10.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_11.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_12.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_13.wav
16:34:28
Resource
Unloading: sounds/enemies/goblin_idle_14.wav
16:34:28
Resource
Unloading: gfx/entity_2.png
16:34:28
Resource
Unloading: sounds/combat/poison_applied_01.wav
16:34:28
Resource
Unloading: sounds/combat/poison_applied_02.wav
16:34:28
Resource
Unloading: gfx/detail.png
16:34:28
Resource
Unloading: sounds/atmosphere/rain_02.wav
16:34:28
UI
IngameMenuScreen::UNREGISTER
16:34:28
UI
MainMenuModule::UNREGISTER
16:34:28
UI
LoadCampaignMenuModule::UNREGISTER
16:34:28
UI
SaveCampaignMenuModule::UNREGISTER
16:34:28
UI
OptionsMenuModule::UNREGISTER
16:34:28
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:34:28
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:34:28
UI
OptionsMenuModuleControlsPanel::UNREGISTER
16:34:28
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
16:34:28
UI
TacticalFleeScreen::UNREGISTER
16:34:28
UI
CharacterScreen::UNREGISTER
16:34:28
UI
CharacterScreenLeftPanelModule::UNREGISTER
16:34:28
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
16:34:28
UI
CharacterScreenPaperdollModule::UNREGISTER
16:34:28
UI
CharacterScreenSkillsModule::UNREGISTER
16:34:28
UI
CharacterScreenStatsModule::UNREGISTER
16:34:28
UI
CharacterScreenRightPanelModule::UNREGISTER
16:34:28
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
16:34:28
UI
CharacterScreenInventoryListModule::UNREGISTER
16:34:28
UI
CharacterScreenPerksModule::UNREGISTER
16:34:28
UI
CharacterScreenBrothersListModule::UNREGISTER
16:34:28
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
16:34:30
UI
TacticalScreen::UNREGISTER
16:34:30
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
16:34:30
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
16:34:30
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
16:34:30
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
16:34:30
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
16:34:30
UI
TacticalCombatResultScreen::UNREGISTER
16:34:30
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
16:34:30
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
16:34:50
SQ
contract added: Drive away bandits
16:35:15
SQ
ERROR: Failed to equip bag item.
16:35:29
Resource
Loading: music/worldmap_05.ogg
16:35:44
SQ
contract added: Investigate Cemetery
16:35:45
Resource
Unloading: music/victory_01.ogg
16:36:05
SQ
contract added: Drive away bandits
16:36:22
SQ
Location entered: Seekamp
16:36:22
Resource
Loading: music/village_01.ogg
16:36:26
Resource
Unloading: music/worldmap_05.ogg
16:36:37
Resource
Loading: music/worldmap_08.ogg
16:36:39
SQ
Location entered: Seekamp
16:36:39
Resource
Unloading: music/worldmap_08.ogg
16:37:15
Script
VM collected 3 object(s) and deleted them.
16:37:18
Resource
Loading: music/worldmap_06.ogg
16:37:21
SQ
Location entered: Seekamp
16:37:21
Resource
Unloading: music/worldmap_06.ogg
16:37:23
Resource
Loading: music/worldmap_09.ogg
16:37:24
SQ
contract added: Investigate Cemetery
16:37:27
Resource
Unloading: music/village_01.ogg
16:37:45
SQ
Save campaign: autosave
16:37:54
Scene
Finished saving scene.
16:37:55
SQ
WorldState::onHide
16:37:56
UI
CharacterScreen::REGISTER
16:37:56
UI
CharacterScreenLeftPanelModule::REGISTER
16:37:56
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
16:37:56
UI
CharacterScreenPaperdollModule::REGISTER
16:37:56
UI
CharacterScreenSkillsModule::REGISTER
16:37:56
UI
CharacterScreenStatsModule::REGISTER
16:37:56
UI
CharacterScreenRightPanelModule::REGISTER
16:37:56
UI
CharacterScreenRightPanelHeaderModule::REGISTER
16:37:56
UI
CharacterScreenInventoryListModule::REGISTER
16:37:56
UI
CharacterScreenPerksModule::REGISTER
16:37:56
UI
CharacterScreenBrothersListModule::REGISTER
16:37:56
UI
CharacterScreenBattleStartFooterModule::REGISTER
16:37:56
UI
TacticalFleeScreen::REGISTER
16:37:56
UI
IngameMenuScreen::REGISTER
16:37:56
UI
MainMenuModule::REGISTER
16:37:56
UI
LoadCampaignMenuModule::REGISTER
16:37:56
UI
SaveCampaignMenuModule::REGISTER
16:37:56
UI
OptionsMenuModule::REGISTER
16:37:56
UI
OptionsMenuModuleVideoPanel::REGISTER
16:37:57
UI
OptionsMenuModuleAudioPanel::REGISTER
16:37:57
UI
OptionsMenuModuleControlsPanel::REGISTER
16:37:57
UI
OptionsMenuModuleGameplayPanel::REGISTER
16:37:57
UI
TacticalCombatResultScreen::REGISTER
16:37:57
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
16:37:57
UI
TacticalCombatResultScreenLootPanel::REGISTER
16:37:57
UI
TacticalScreen::REGISTER
16:37:57
UI
TacticalScreenTurnSequenceBarModule::REGISTER
16:37:57
UI
TacticalScreenOrientationOverlayModule::REGISTER
16:37:57
UI
TacticalScreenTopbarEventLogModule::REGISTER
16:37:57
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
16:37:57
UI
TacticalScreenTopbarOptionsModule::REGISTER
16:37:57
Resource
Loading: gfx/detail.png
16:37:57
Texture
Texture "gfx/detail.png" (ID: 21) took up approximately 5461kb in video memory.
16:37:57
Resource
Loading: gfx/object_0.png
16:37:57
Texture
Texture "gfx/object_0.png" (ID: 22) took up approximately 2730kb in video memory.
16:37:58
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,6).
16:37:58
Resource
Loading: gfx/orientation_overlay.png
16:37:58
Texture
Texture "gfx/orientation_overlay.png" (ID: 23) took up approximately 512kb in video memory.
16:37:58
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,7).
16:37:58
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,5).
16:37:58
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider" at (19,8).
16:37:58
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_marksman_low" at (20,10).
16:37:58
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_marksman_low" at (20,0).
16:37:58
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,4).
16:37:58
SQ
TACTICAL: STASH LOCKED: true
16:38:00
SQ
INFO: Next round issued: 1
16:38:00
Resource
Started loading Resource Package "Temporary Tactical Resources".
16:38:00
Resource
Loading: sounds/combat/repel_hit_01.wav
16:38:00
UI
ERROR: Failed to update entity. Reason: Entity id: 86614 not found.
16:38:00
UI
ERROR: Failed to update entity. Reason: Entity id: 86620 not found.
16:38:00
Resource
Loading: sounds/combat/repel_hit_02.wav
16:38:00
Resource
Loading: sounds/combat/repel_hit_03.wav
16:38:00
Resource
Loading: music/bandits_01.ogg
16:38:01
Resource
Unloading: music/worldmap_09.ogg
16:38:20
SQ
Turn started for Sigurd
16:38:26
SQ
Turn started for Bandit Marksman
16:38:26
SQ
*
16:38:26
SQ
* Bandit Marksman: Starting turn.
16:38:26
SQ
defensive score: 4.08163
16:38:26
SQ
defensive threshold: 2.91667
16:38:27
SQ
-> Behaviors to pick from:
Engage.Ranged (100)(*), 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 (100)(*), 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)
16:38:27
SQ
-> Behavior picked: Engage.Ranged (100)
16:38:27
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Wendel (not visible)
16:38:28
SQ
defensive score: 4.08163
16:38:28
SQ
defensive threshold: 2.91667
16:38:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Engage.Ranged (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Flee (0), Roam (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Engage.Ranged (0)
16:38:28
SQ
-> Behavior picked: Idle (1)
16:38:28
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
16:38:28
SQ
* ---------------------------------------------------
16:38:28
SQ
Turn started for Bandit Marksman
16:38:28
SQ
*
16:38:28
SQ
* Bandit Marksman: Starting turn.
16:38:29
SQ
defensive score: 4.08163
16:38:29
SQ
defensive threshold: 2.91667
16:38:29
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (64.1267)(*), 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 (64.1267)(*), 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)
16:38:29
SQ
-> Behavior picked: Engage.Ranged (80)
16:38:29
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Wendel (not visible)
16:38:30
SQ
defensive score: 4.08163
16:38:30
SQ
defensive threshold: 2.91667
16:38:30
SQ
-> Behaviors to pick from:
Attack.Bow (48.1594)(*), 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 (48.1594)(*), 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)
16:38:30
SQ
-> Behavior picked: Attack.Bow (48.1594)
16:38:31
SQ
* Bandit Marksman: Using Quick Shot against Sigurd!
16:38:31
SQ
Bandit Marksman uses skill Quick Shot
16:38:33
SQ
defensive score: 4.08163
16:38:33
SQ
defensive threshold: 2.91667
16:38:34
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)
16:38:34
SQ
-> Behavior picked: Idle (1)
16:38:34
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
16:38:34
SQ
* ---------------------------------------------------
16:38:34
SQ
Turn started for Wendel
16:38:39
SQ
Turn started for Bandit Raider
16:38:39
SQ
*
16:38:39
SQ
* Bandit Raider: Starting turn.
16:38:40
SQ
defensive score: 4.08163
16:38:40
SQ
defensive threshold: 2.91667
16:38:40
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)
16:38:40
SQ
-> Behavior picked: Defend (90)
16:38:41
SQ
* Bandit Raider: Waiting until others have moved!
16:38:41
SQ
Turn started for Bandit Raider
16:38:41
SQ
*
16:38:41
SQ
* Bandit Raider: Starting turn.
16:38:41
SQ
defensive score: 4.08163
16:38:41
SQ
defensive threshold: 2.91667
16:38:42
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)
16:38:42
SQ
-> Behavior picked: Defend (90)
16:38:42
SQ
* Bandit Raider: Waiting until others have moved!
16:38:43
SQ
Turn started for Bandit Raider
16:38:43
SQ
*
16:38:43
SQ
* Bandit Raider: Starting turn.
16:38:43
SQ
defensive score: 4.08163
16:38:43
SQ
defensive threshold: 2.91667
16:38:44
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (108.333)(*), 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 (108.333)(*), 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)
16:38:44
SQ
-> Behavior picked: SwitchTo.Ranged (108.333)
16:38:44
SQ
* Bandit Raider: Switching to ranged weapon!
16:38:44
SQ
defensive score: 4.08163
16:38:44
SQ
defensive threshold: 2.91667
16:38:44
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)
16:38:44
SQ
-> Behavior picked: Defend (90)
16:38:44
SQ
* Bandit Raider: Waiting until others have moved!
16:38:45
SQ
Turn started for Bandit Raider
16:38:45
SQ
*
16:38:45
SQ
* Bandit Raider: Starting turn.
16:38:45
SQ
defensive score: 4.08163
16:38:45
SQ
defensive threshold: 2.91667
16:38:46
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (108.333)(*), 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 (108.333)(*), 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)
16:38:46
SQ
-> Behavior picked: SwitchTo.Ranged (108.333)
16:38:46
SQ
* Bandit Raider: Switching to ranged weapon!
16:38:46
SQ
defensive score: 4.08163
16:38:46
SQ
defensive threshold: 2.91667
16:38:47
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)
16:38:47
SQ
-> Behavior picked: Defend (90)
16:38:47
SQ
* Bandit Raider: Waiting until others have moved!
16:38:47
SQ
Turn started for Bandit Raider
16:38:47
SQ
*
16:38:47
SQ
* Bandit Raider: Starting turn.
16:38:47
SQ
defensive score: 4.08163
16:38:47
SQ
defensive threshold: 2.91667
16:38:48
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (108.333)(*), 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 (108.333)(*), 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)
16:38:48
SQ
-> Behavior picked: Defend (90)
16:38:48
SQ
* Bandit Raider: Waiting until others have moved!
16:38:48
SQ
Turn started for Arnulf
16:38:52
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:38:52
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:38:53
SQ
Turn started for Asbjorn
16:38:59
SQ
defensive score: 4.08163
16:38:59
SQ
defensive threshold: 2.91667
16:38:59
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)
16:38:59
SQ
-> Behavior picked: Defend (22.5)
16:38:59
SQ
* Bandit Raider: Holding defensive position.
16:38:59
SQ
defensive score: 4.08163
16:38:59
SQ
defensive threshold: 2.91667
16:39:00
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)
16:39:00
SQ
-> Behavior picked: Idle (50)
16:39:00
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:39:00
SQ
* ---------------------------------------------------
16:39:01
SQ
defensive score: 4.08163
16:39:01
SQ
defensive threshold: 2.91667
16:39:01
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)
16:39:01
SQ
-> Behavior picked: Defend (22.5)
16:39:01
SQ
* Bandit Raider: Holding defensive position.
16:39:01
SQ
defensive score: 4.08163
16:39:01
SQ
defensive threshold: 2.91667
16:39:02
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)
16:39:02
SQ
-> Behavior picked: Idle (50)
16:39:02
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:39:02
SQ
* ---------------------------------------------------
16:39:03
SQ
defensive score: 4.08163
16:39:03
SQ
defensive threshold: 2.91667
16:39:03
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0)
16:39:03
SQ
-> Behavior picked: Defend (22.5)
16:39:03
SQ
* Bandit Raider: Holding defensive position.
16:39:03
SQ
defensive score: 4.08163
16:39:03
SQ
defensive threshold: 2.91667
16:39:04
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0)
16:39:04
SQ
-> Behavior picked: Idle (50)
16:39:04
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
16:39:04
SQ
* ---------------------------------------------------
16:39:04
SQ
defensive score: 4.08163
16:39:04
SQ
defensive threshold: 2.91667
16:39:05
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0)
Defend (22.5)(*), Idle (1), Retreat (0), Attack.Split (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0)
16:39:05
SQ
-> Behavior picked: Defend (22.5)
16:39:05
SQ
* Bandit Raider: Holding defensive position.
16:39:05
SQ
defensive score: 4.08163
16:39:05
SQ
defensive threshold: 2.91667
16:39:06
SQ
-> Behaviors to pick from:
Idle (50)(*), Retreat (0), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0)
Idle (50)(*), Retreat (0), Attack.Default (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend (0)
16:39:06
SQ
-> Behavior picked: Idle (50)
16:39:06
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
16:39:06
SQ
* ---------------------------------------------------
16:39:06
SQ
defensive score: 4.08163
16:39:06
SQ
defensive threshold: 2.91667
16:39:07
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (108.333)(*), 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 (108.333)(*), 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)
16:39:07
SQ
-> Behavior picked: SwitchTo.Ranged (108.333)
16:39:07
SQ
* Bandit Raider: Switching to ranged weapon!
16:39:07
SQ
defensive score: 4.08163
16:39:07
SQ
defensive threshold: 2.91667
16:39:07
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Rotation (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (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), Defend.Rotation (0), Attack.Split (0), Retreat (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0)
16:39:07
SQ
-> Behavior picked: Defend (22.5)
16:39:07
SQ
* Bandit Raider: Holding defensive position.
16:39:07
SQ
defensive score: 4.08163
16:39:07
SQ
defensive threshold: 2.91667
16:39:08
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Rotation (0), Attack.Default (0), Retreat (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
Idle (50)(*), Defend.Rotation (0), Attack.Default (0), Retreat (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Shieldwall (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), SwitchTo.Melee (0), Roam (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0)
16:39:08
SQ
-> Behavior picked: Idle (50)
16:39:08
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
16:39:08
SQ
* ---------------------------------------------------
16:39:09
SQ
INFO: Next round issued: 2
16:39:09
SQ
Turn started for Wolf
16:39:15
SQ
Turn started for Sigurd
16:39:17
SQ
Turn started for Bandit Marksman
16:39:17
SQ
*
16:39:17
SQ
* Bandit Marksman: Starting turn.
16:39:18
SQ
defensive score: 4.08163
16:39:18
SQ
defensive threshold: 2.91667
16:39:18
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
Engage.Ranged (25)(*), Idle (1), Reload (0), Flee (0), SwitchTo.Ranged (0), Defend (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0)
16:39:18
SQ
-> Behavior picked: Engage.Ranged (25)
16:39:18
SQ
* Bandit Marksman: Waiting until others have moved!
16:39:19
SQ
Turn started for Bandit Marksman
16:39:19
SQ
*
16:39:19
SQ
* Bandit Marksman: Starting turn.
16:39:19
SQ
defensive score: 4.08163
16:39:19
SQ
defensive threshold: 2.91667
16:39:20
SQ
-> Behaviors to pick from:
Attack.Bow (47.2549)(*), 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 (47.2549)(*), 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)
16:39:20
SQ
-> Behavior picked: Attack.Bow (47.2549)
16:39:20
SQ
* Bandit Marksman: Using Aimed Shot against Asbjorn!
16:39:20
SQ
Bandit Marksman uses skill Aimed Shot
16:39:22
SQ
defensive score: 4.08163
16:39:22
SQ
defensive threshold: 2.91667
16:39:22
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)
16:39:22
SQ
-> Behavior picked: Idle (1)
16:39:22
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:39:22
SQ
* ---------------------------------------------------
16:39:23
SQ
Turn started for Wendel
16:39:25
SQ
Turn started for Bandit Raider
16:39:25
SQ
*
16:39:25
SQ
* Bandit Raider: Starting turn.
16:39:25
SQ
defensive score: 4.08163
16:39:25
SQ
defensive threshold: 2.91667
16:39:26
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), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (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), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0)
16:39:26
SQ
-> Behavior picked: Defend (90)
16:39:26
SQ
* Bandit Raider: Waiting until others have moved!
16:39:27
SQ
Turn started for Asbjorn
16:39:32
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:39:32
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:39:33
SQ
Turn started for Bandit Raider
16:39:33
SQ
*
16:39:33
SQ
* Bandit Raider: Starting turn.
16:39:33
SQ
defensive score: 4.08163
16:39:33
SQ
defensive threshold: 2.91667
16:39:34
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)
16:39:34
SQ
-> Behavior picked: Defend (90)
16:39:34
SQ
* Bandit Raider: Waiting until others have moved!
16:39:34
SQ
Turn started for Bandit Raider
16:39:34
SQ
*
16:39:34
SQ
* Bandit Raider: Starting turn.
16:39:34
SQ
defensive score: 4.08163
16:39:34
SQ
defensive threshold: 2.91667
16:39:35
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (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)
Defend (90)(*), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.Default (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (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)
16:39:35
SQ
-> Behavior picked: Defend (90)
16:39:35
SQ
* Bandit Raider: Waiting until others have moved!
16:39:36
SQ
Turn started for Bandit Raider
16:39:36
SQ
*
16:39:36
SQ
* Bandit Raider: Starting turn.
16:39:36
SQ
defensive score: 4.08163
16:39:36
SQ
defensive threshold: 2.91667
16:39:37
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)
16:39:37
SQ
-> Behavior picked: Defend (90)
16:39:37
SQ
* Bandit Raider: Waiting until others have moved!
16:39:37
SQ
Turn started for Arnulf
16:39:41
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:39:41
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:39:41
SQ
Turn started for Bandit Raider
16:39:41
SQ
*
16:39:41
SQ
* Bandit Raider: Starting turn.
16:39:42
SQ
defensive score: 4.08163
16:39:42
SQ
defensive threshold: 2.91667
16:39:42
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), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (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), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.Split (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0)
16:39:42
SQ
-> Behavior picked: Defend (90)
16:39:42
SQ
* Bandit Raider: Waiting until others have moved!
16:39:56
SQ
defensive score: 4.08163
16:39:56
SQ
defensive threshold: 2.91667
16:39:57
SQ
-> Behaviors to pick from:
Engage.Ranged (100)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Reload (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), Flee (0)
Engage.Ranged (100)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Reload (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), Flee (0)
16:39:57
SQ
-> Behavior picked: Engage.Ranged (100)
16:39:57
SQ
* Bandit Marksman: Engaging into firing range over 4 tiles at Wendel (not visible)
16:39:58
SQ
defensive score: 4.08163
16:39:58
SQ
defensive threshold: 2.91667
16:39:58
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Reload (0), Engage.Melee (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), Defend (0), Engage.Ranged (0)
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Reload (0), Engage.Melee (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), Defend (0), Engage.Ranged (0)
16:39:58
SQ
-> Behavior picked: Idle (1)
16:39:58
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:39:58
SQ
* ---------------------------------------------------
16:40:02
SQ
Skill [Hidden] removed from [Wendel].
16:40:04
SQ
defensive score: 4.08163
16:40:04
SQ
defensive threshold: 2.91667
16:40:04
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0)
Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0)
16:40:04
SQ
-> Behavior picked: Defend (22.5)
16:40:04
SQ
* Bandit Raider: Holding defensive position.
16:40:04
SQ
defensive score: 4.08163
16:40:04
SQ
defensive threshold: 2.91667
16:40:05
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Default (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Defend (0)
Idle (50)(*), Attack.Default (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Defend (0)
16:40:05
SQ
-> Behavior picked: Idle (50)
16:40:05
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:05
SQ
* ---------------------------------------------------
16:40:06
SQ
defensive score: 4.08163
16:40:06
SQ
defensive threshold: 2.91667
16:40:06
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)
16:40:06
SQ
-> Behavior picked: Defend (22.5)
16:40:06
SQ
* Bandit Raider: Holding defensive position.
16:40:06
SQ
defensive score: 4.08163
16:40:06
SQ
defensive threshold: 2.91667
16:40:07
SQ
-> Behaviors to pick from:
Idle (50)(*), BreakFree (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend (0)
Idle (50)(*), BreakFree (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend (0)
16:40:07
SQ
-> Behavior picked: Idle (50)
16:40:07
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:07
SQ
* ---------------------------------------------------
16:40:07
SQ
defensive score: 4.08163
16:40:07
SQ
defensive threshold: 2.91667
16:40:08
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Defend.Shieldwall (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), Attack.Swing (0)
Defend (22.5)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Defend.Shieldwall (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), Attack.Swing (0)
16:40:08
SQ
-> Behavior picked: Defend (22.5)
16:40:08
SQ
* Bandit Raider: Holding defensive position.
16:40:08
SQ
defensive score: 4.08163
16:40:08
SQ
defensive threshold: 2.91667
16:40:08
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Default (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), Defend.Shieldwall (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Attack.Swing (0), Defend (0)
Idle (50)(*), Attack.Default (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), Defend.Shieldwall (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Attack.Swing (0), Defend (0)
16:40:08
SQ
-> Behavior picked: Idle (50)
16:40:08
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:08
SQ
* ---------------------------------------------------
16:40:09
SQ
defensive score: 4.08163
16:40:09
SQ
defensive threshold: 2.91667
16:40:09
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)
16:40:09
SQ
-> Behavior picked: Defend (22.5)
16:40:09
SQ
* Bandit Raider: Holding defensive position.
16:40:09
SQ
defensive score: 4.08163
16:40:09
SQ
defensive threshold: 2.91667
16:40:10
SQ
-> Behaviors to pick from:
Idle (50)(*), BreakFree (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend (0)
Idle (50)(*), BreakFree (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.Split (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Defend (0)
16:40:10
SQ
-> Behavior picked: Idle (50)
16:40:10
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:10
SQ
* ---------------------------------------------------
16:40:11
SQ
defensive score: 4.08163
16:40:11
SQ
defensive threshold: 2.91667
16:40:11
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0)
Defend (22.5)(*), Idle (1), Attack.Default (0), Defend.Shieldwall (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0)
16:40:11
SQ
-> Behavior picked: Defend (22.5)
16:40:11
SQ
* Bandit Raider: Holding defensive position.
16:40:11
SQ
defensive score: 4.08163
16:40:11
SQ
defensive threshold: 2.91667
16:40:12
SQ
-> Behaviors to pick from:
Idle (50)(*), Attack.Default (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Defend (0)
Idle (50)(*), Attack.Default (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Defend.Spearwall (0), Roam (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Defend (0)
16:40:12
SQ
-> Behavior picked: Idle (50)
16:40:12
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:12
SQ
* ---------------------------------------------------
16:40:12
SQ
INFO: Next round issued: 3
16:40:12
SQ
Turn started for Bandit Marksman
16:40:12
SQ
*
16:40:12
SQ
* Bandit Marksman: Starting turn.
16:40:13
SQ
defensive score: 4.08163
16:40:13
SQ
defensive threshold: 2.91667
16:40:13
SQ
-> Behaviors to pick from:
Engage.Ranged (100)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
Engage.Ranged (100)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), Reload (0)
16:40:13
SQ
-> Behavior picked: Engage.Ranged (100)
16:40:13
SQ
* Bandit Marksman: Engaging into firing range over 4 tiles at Sigurd (not visible)
16:40:14
SQ
defensive score: 4.08163
16:40:14
SQ
defensive threshold: 2.91667
16:40:15
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Reload (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Engage.Ranged (0)
Idle (1)(*), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Reload (0), SwitchTo.Melee (0), Defend (0), Engage.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), Flee (0), BreakFree (0), Engage.Ranged (0)
16:40:15
SQ
-> Behavior picked: Idle (1)
16:40:15
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:40:15
SQ
* ---------------------------------------------------
16:40:15
SQ
Turn started for Bandit Raider
16:40:15
SQ
*
16:40:15
SQ
* Bandit Raider: Starting turn.
16:40:16
SQ
defensive score: 4.08163
16:40:16
SQ
defensive threshold: 2.91667
16:40:16
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0)
Defend (90)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0)
16:40:16
SQ
-> Behavior picked: Defend (90)
16:40:16
SQ
* Bandit Raider: Waiting until others have moved!
16:40:17
SQ
Turn started for Bandit Raider
16:40:17
SQ
*
16:40:17
SQ
* Bandit Raider: Starting turn.
16:40:17
SQ
defensive score: 4.08163
16:40:17
SQ
defensive threshold: 2.91667
16:40:18
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Rotation (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0)
Defend (90)(*), Idle (1), Defend.Rotation (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0)
16:40:18
SQ
-> Behavior picked: Defend (90)
16:40:18
SQ
* Bandit Raider: Waiting until others have moved!
16:40:19
SQ
Turn started for Wolf
16:40:21
SQ
Skill [Hidden] removed from [Wolf].
16:40:23
SQ
Turn started for Bandit Raider
16:40:23
SQ
*
16:40:23
SQ
* Bandit Raider: Starting turn.
16:40:23
SQ
defensive score: 4.08163
16:40:23
SQ
defensive threshold: 2.91667
16:40:24
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Puncture (0), Flee (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0)
Defend (90)(*), Idle (1), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Puncture (0), Flee (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0)
16:40:24
SQ
-> Behavior picked: Defend (90)
16:40:24
SQ
* Bandit Raider: Waiting until others have moved!
16:40:24
SQ
Turn started for Bandit Raider
16:40:24
SQ
*
16:40:24
SQ
* Bandit Raider: Starting turn.
16:40:25
SQ
defensive score: 4.08163
16:40:25
SQ
defensive threshold: 2.91667
16:40:26
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Rotation (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0)
Defend (90)(*), Idle (1), Defend.Rotation (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Split (0), Roam (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0)
16:40:26
SQ
-> Behavior picked: Defend (90)
16:40:26
SQ
* Bandit Raider: Waiting until others have moved!
16:40:26
SQ
Turn started for Bandit Raider
16:40:26
SQ
*
16:40:26
SQ
* Bandit Raider: Starting turn.
16:40:26
SQ
defensive score: 4.08163
16:40:26
SQ
defensive threshold: 2.91667
16:40:27
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0)
Defend (90)(*), Idle (1), Attack.Split (0), Defend.Spearwall (0), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0)
16:40:27
SQ
-> Behavior picked: Defend (90)
16:40:27
SQ
* Bandit Raider: Waiting until others have moved!
16:40:28
SQ
Turn started for Asbjorn
16:40:32
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:40:32
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:40:32
SQ
Turn started for Arnulf
16:40:35
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:40:35
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:40:36
SQ
Turn started for Bandit Marksman
16:40:36
SQ
*
16:40:36
SQ
* Bandit Marksman: Starting turn.
16:40:36
SQ
defensive score: 4.08163
16:40:36
SQ
defensive threshold: 2.91667
16:40:37
SQ
-> Behaviors to pick from:
Engage.Ranged (100)(*), Idle (1), Engage.Melee (0), Flee (0), Retreat (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Reload (0), SwitchTo.Ranged (0)
Engage.Ranged (100)(*), Idle (1), Engage.Melee (0), Flee (0), Retreat (0), Attack.Bow (0), Defend (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Reload (0), SwitchTo.Ranged (0)
16:40:37
SQ
-> Behavior picked: Engage.Ranged (100)
16:40:37
SQ
* Bandit Marksman: Engaging into firing range over 4 tiles at Wendel (not visible)
16:40:38
SQ
defensive score: 4.08163
16:40:38
SQ
defensive threshold: 2.91667
16:40:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Defend (0), Retreat (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Flee (0), Engage.Ranged (0)
Idle (1)(*), Engage.Melee (0), Defend (0), Retreat (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Flee (0), Engage.Ranged (0)
16:40:39
SQ
-> Behavior picked: Idle (1)
16:40:39
SQ
* Bandit Marksman: Ending Turn with 0 of 9 AP left.
16:40:39
SQ
* ---------------------------------------------------
16:40:39
SQ
Turn started for Sigurd
16:40:43
SQ
Turn started for Wendel
16:40:47
SQ
defensive score: 4.08163
16:40:47
SQ
defensive threshold: 2.91667
16:40:48
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0)
16:40:48
SQ
-> Behavior picked: Defend (22.5)
16:40:48
SQ
* Bandit Raider: Holding defensive position.
16:40:48
SQ
defensive score: 4.08163
16:40:48
SQ
defensive threshold: 2.91667
16:40:49
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Riposte (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Defend (0)
Idle (50)(*), Defend.Riposte (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Defend (0)
16:40:49
SQ
-> Behavior picked: Idle (50)
16:40:49
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:49
SQ
* ---------------------------------------------------
16:40:49
SQ
defensive score: 4.08163
16:40:49
SQ
defensive threshold: 2.91667
16:40:50
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Knockback (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0)
Defend (22.5)(*), Idle (1), Defend.Knockback (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0)
16:40:50
SQ
-> Behavior picked: Defend (22.5)
16:40:50
SQ
* Bandit Raider: Holding defensive position.
16:40:50
SQ
defensive score: 4.08163
16:40:50
SQ
defensive threshold: 2.91667
16:40:51
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Spearwall (0), Roam (0), Attack.Swing (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Defend.Shieldwall (0), Defend.Riposte (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend (0)
Idle (50)(*), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Spearwall (0), Roam (0), Attack.Swing (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Defend.Shieldwall (0), Defend.Riposte (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend (0)
16:40:51
SQ
-> Behavior picked: Idle (50)
16:40:51
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:51
SQ
* ---------------------------------------------------
16:40:52
SQ
defensive score: 4.08163
16:40:52
SQ
defensive threshold: 2.91667
16:40:52
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Puncture (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0)
Defend (22.5)(*), Idle (1), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Puncture (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Retreat (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0)
16:40:52
SQ
-> Behavior picked: Defend (22.5)
16:40:52
SQ
* Bandit Raider: Holding defensive position.
16:40:52
SQ
defensive score: 4.08163
16:40:52
SQ
defensive threshold: 2.91667
16:40:53
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Riposte (0), Flee (0), Attack.Split (0), Attack.Puncture (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Defend (0)
Idle (50)(*), Defend.Riposte (0), Flee (0), Attack.Split (0), Attack.Puncture (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), Engage.Melee (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Defend (0)
16:40:53
SQ
-> Behavior picked: Idle (50)
16:40:53
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:53
SQ
* ---------------------------------------------------
16:40:54
SQ
defensive score: 4.08163
16:40:54
SQ
defensive threshold: 2.91667
16:40:55
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Knockback (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0)
Defend (22.5)(*), Idle (1), Defend.Knockback (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0)
16:40:55
SQ
-> Behavior picked: Defend (22.5)
16:40:55
SQ
* Bandit Raider: Holding defensive position.
16:40:55
SQ
defensive score: 4.08163
16:40:55
SQ
defensive threshold: 2.91667
16:40:55
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Spearwall (0), Roam (0), Attack.Swing (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Defend.Shieldwall (0), Defend.Riposte (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend (0)
Idle (50)(*), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Rotation (0), Defend.Spearwall (0), Roam (0), Attack.Swing (0), Attack.Puncture (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Flee (0), Defend.Shieldwall (0), Defend.Riposte (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend (0)
16:40:55
SQ
-> Behavior picked: Idle (50)
16:40:55
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:55
SQ
* ---------------------------------------------------
16:40:56
SQ
defensive score: 4.08163
16:40:56
SQ
defensive threshold: 2.91667
16:40:56
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Defend.Riposte (0), SwitchTo.Melee (0), Attack.Split (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Rotation (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0)
16:40:56
SQ
-> Behavior picked: Defend (22.5)
16:40:56
SQ
* Bandit Raider: Holding defensive position.
16:40:57
SQ
defensive score: 4.08163
16:40:57
SQ
defensive threshold: 2.91667
16:40:57
SQ
-> Behaviors to pick from:
Idle (50)(*), Defend.Riposte (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Defend (0)
Idle (50)(*), Defend.Riposte (0), Flee (0), Attack.Split (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Swing (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Defend (0)
16:40:57
SQ
-> Behavior picked: Idle (50)
16:40:57
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:40:57
SQ
* ---------------------------------------------------
16:40:58
SQ
INFO: Next round issued: 4
16:40:58
SQ
Turn started for Wolf
16:41:02
SQ
Turn started for Sigurd
16:41:05
SQ
Turn started for Bandit Marksman
16:41:05
SQ
*
16:41:05
SQ
* Bandit Marksman: Starting turn.
16:41:06
SQ
defensive score: 4.08163
16:41:06
SQ
defensive threshold: 2.91667
16:41:06
SQ
-> Behaviors to pick from:
Engage.Ranged (100)(*), Idle (1), Attack.Bow (0), SwitchTo.Ranged (0), Defend (0), Reload (0), Flee (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Retreat (0), Engage.Melee (0)
Engage.Ranged (100)(*), Idle (1), Attack.Bow (0), SwitchTo.Ranged (0), Defend (0), Reload (0), Flee (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Retreat (0), Engage.Melee (0)
16:41:06
SQ
-> Behavior picked: Engage.Ranged (100)
16:41:06
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Arnulf (not visible)
16:41:06
SQ
defensive score: 4.08163
16:41:06
SQ
defensive threshold: 2.91667
16:41:07
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
16:41:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Bow (0), Flee (0), Defend (0), Reload (0), Engage.Melee (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0)
Idle (1)(*), Attack.Bow (0), Flee (0), Defend (0), Reload (0), Engage.Melee (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Retreat (0), SwitchTo.Ranged (0), Engage.Ranged (0)
16:41:07
SQ
-> Behavior picked: Idle (1)
16:41:07
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
16:41:07
SQ
* ---------------------------------------------------
16:41:08
SQ
Turn started for Bandit Marksman
16:41:08
SQ
*
16:41:08
SQ
* Bandit Marksman: Starting turn.
16:41:08
SQ
defensive score: 4.08163
16:41:08
SQ
defensive threshold: 2.91667
16:41:09
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Retreat (0), Reload (0), Attack.Default (0), Flee (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Attack.Puncture (0), Defend.Rotation (0)
Engage.Ranged (25)(*), Idle (1), Retreat (0), Reload (0), Attack.Default (0), Flee (0), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend (0), Attack.Puncture (0), Defend.Rotation (0)
16:41:09
SQ
-> Behavior picked: Engage.Ranged (25)
16:41:09
SQ
* Bandit Marksman: Waiting until others have moved!
16:41:09
SQ
Turn started for Wendel
16:41:12
SQ
Turn started for Bandit Raider
16:41:12
SQ
*
16:41:12
SQ
* Bandit Raider: Starting turn.
16:41:13
SQ
defensive score: 4.08163
16:41:13
SQ
defensive threshold: 2.91667
16:41:14
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Shieldwall (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0)
Defend (90)(*), Idle (1), Defend.Shieldwall (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0)
16:41:14
SQ
-> Behavior picked: Defend (90)
16:41:14
SQ
* Bandit Raider: Waiting until others have moved!
16:41:14
SQ
Turn started for Bandit Raider
16:41:14
SQ
*
16:41:14
SQ
* Bandit Raider: Starting turn.
16:41:14
SQ
defensive score: 4.08163
16:41:14
SQ
defensive threshold: 2.91667
16:41:15
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0)
Defend (90)(*), Idle (1), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0)
16:41:15
SQ
-> Behavior picked: Defend (90)
16:41:15
SQ
* Bandit Raider: Waiting until others have moved!
16:41:16
SQ
Turn started for Asbjorn
16:41:19
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:41:19
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:41:19
SQ
Turn started for Bandit Raider
16:41:19
SQ
*
16:41:19
SQ
* Bandit Raider: Starting turn.
16:41:20
SQ
defensive score: 4.08163
16:41:20
SQ
defensive threshold: 2.91667
16:41:20
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Puncture (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0)
Defend (90)(*), Idle (1), Attack.Puncture (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Retreat (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0)
16:41:20
SQ
-> Behavior picked: Defend (90)
16:41:20
SQ
* Bandit Raider: Waiting until others have moved!
16:41:21
SQ
Turn started for Bandit Raider
16:41:21
SQ
*
16:41:21
SQ
* Bandit Raider: Starting turn.
16:41:21
SQ
defensive score: 4.08163
16:41:21
SQ
defensive threshold: 2.91667
16:41:22
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0)
Defend (90)(*), Idle (1), Defend.Spearwall (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Riposte (0), Engage.Melee (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0)
16:41:22
SQ
-> Behavior picked: Defend (90)
16:41:22
SQ
* Bandit Raider: Waiting until others have moved!
16:41:22
SQ
Turn started for Bandit Raider
16:41:22
SQ
*
16:41:22
SQ
* Bandit Raider: Starting turn.
16:41:22
SQ
defensive score: 4.08163
16:41:22
SQ
defensive threshold: 2.91667
16:41:23
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Defend.Shieldwall (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0)
Defend (90)(*), Idle (1), Defend.Shieldwall (0), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0)
16:41:23
SQ
-> Behavior picked: Defend (90)
16:41:23
SQ
* Bandit Raider: Waiting until others have moved!
16:41:24
SQ
Turn started for Arnulf
16:41:25
SQ
Skill [Hidden] removed from [Arnulf].
16:41:26
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:41:26
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:41:27
SQ
defensive score: 4.08163
16:41:27
SQ
defensive threshold: 2.91667
16:41:28
SQ
-> Behaviors to pick from:
Engage.Ranged (100)(*), Idle (1), Attack.Default (0), Flee (0), Retreat (0), Defend (0), Attack.Puncture (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Reload (0)
Engage.Ranged (100)(*), Idle (1), Attack.Default (0), Flee (0), Retreat (0), Defend (0), Attack.Puncture (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Reload (0)
16:41:28
SQ
-> Behavior picked: Engage.Ranged (100)
16:41:28
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Sigurd (not visible)
16:41:28
SQ
defensive score: 4.08163
16:41:28
SQ
defensive threshold: 2.91667
16:41:29
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
16:41:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Attack.Puncture (0), Retreat (0), Defend (0), Reload (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Flee (0), Engage.Ranged (0)
Idle (1)(*), Attack.Default (0), Attack.Puncture (0), Retreat (0), Defend (0), Reload (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0), Engage.Melee (0), Flee (0), Engage.Ranged (0)
16:41:29
SQ
-> Behavior picked: Idle (1)
16:41:29
SQ
* Bandit Marksman: Ending Turn with 6 of 9 AP left.
16:41:29
SQ
* ---------------------------------------------------
16:41:30
SQ
defensive score: 4.08163
16:41:30
SQ
defensive threshold: 2.91667
16:41:31
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Swing (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0)
Defend (22.5)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Swing (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0)
16:41:31
SQ
-> Behavior picked: Defend (22.5)
16:41:31
SQ
* Bandit Raider: Holding defensive position.
16:41:31
SQ
defensive score: 4.08163
16:41:31
SQ
defensive threshold: 2.91667
16:41:31
SQ
-> Behaviors to pick from:
Idle (50)(*), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0), Defend (0)
Idle (50)(*), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0), Defend (0)
16:41:31
SQ
-> Behavior picked: Idle (50)
16:41:31
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:41:31
SQ
* ---------------------------------------------------
16:41:32
SQ
defensive score: 4.08163
16:41:32
SQ
defensive threshold: 2.91667
16:41:33
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Defend.Spearwall (0), Defend.Riposte (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0)
Defend (22.5)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Defend.Spearwall (0), Defend.Riposte (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0)
16:41:33
SQ
-> Behavior picked: Defend (22.5)
16:41:33
SQ
* Bandit Raider: Holding defensive position.
16:41:33
SQ
defensive score: 4.08163
16:41:33
SQ
defensive threshold: 2.91667
16:41:33
SQ
-> Behaviors to pick from:
Idle (50)(*), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), SwitchTo.Melee (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0), Defend (0)
Idle (50)(*), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), SwitchTo.Melee (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0), Defend (0)
16:41:33
SQ
-> Behavior picked: Idle (50)
16:41:33
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:41:33
SQ
* ---------------------------------------------------
16:41:34
SQ
defensive score: 4.08163
16:41:34
SQ
defensive threshold: 2.91667
16:41:35
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Flee (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Defend.Spearwall (0)
Defend (22.5)(*), Idle (1), Flee (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Retreat (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Defend.Spearwall (0)
16:41:35
SQ
-> Behavior picked: Defend (22.5)
16:41:35
SQ
* Bandit Raider: Holding defensive position.
16:41:35
SQ
defensive score: 4.08163
16:41:35
SQ
defensive threshold: 2.91667
16:41:36
SQ
-> Behaviors to pick from:
Idle (50)(*), Flee (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Rotation (0), Roam (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Defend.Spearwall (0), Defend (0)
Idle (50)(*), Flee (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Ranged (0), Defend.Knockback (0), Attack.SplitShield (0), Defend.Rotation (0), Roam (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Attack.Split (0), Defend.Riposte (0), Defend.Spearwall (0), Defend (0)
16:41:36
SQ
-> Behavior picked: Idle (50)
16:41:36
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:41:36
SQ
* ---------------------------------------------------
16:41:36
SQ
defensive score: 4.08163
16:41:36
SQ
defensive threshold: 2.91667
16:41:37
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Defend.Spearwall (0), Defend.Riposte (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0)
Defend (22.5)(*), Idle (1), SwitchTo.Ranged (0), Flee (0), Defend.Spearwall (0), Defend.Riposte (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0)
16:41:37
SQ
-> Behavior picked: Defend (22.5)
16:41:37
SQ
* Bandit Raider: Holding defensive position.
16:41:37
SQ
defensive score: 4.08163
16:41:37
SQ
defensive threshold: 2.91667
16:41:38
SQ
-> Behaviors to pick from:
Idle (50)(*), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), SwitchTo.Melee (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0), Defend (0)
Idle (50)(*), SwitchTo.Ranged (0), Engage.Melee (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Default (0), Attack.Split (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.Puncture (0), Retreat (0), SwitchTo.Melee (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Rotation (0), Defend.Knockback (0), Roam (0), Defend (0)
16:41:38
SQ
-> Behavior picked: Idle (50)
16:41:38
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:41:38
SQ
* ---------------------------------------------------
16:41:38
SQ
defensive score: 4.08163
16:41:38
SQ
defensive threshold: 2.91667
16:41:39
SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Swing (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0)
Defend (22.5)(*), Idle (1), Flee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Swing (0), Roam (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0)
16:41:39
SQ
-> Behavior picked: Defend (22.5)
16:41:39
SQ
* Bandit Raider: Holding defensive position.
16:41:39
SQ
defensive score: 4.08163
16:41:39
SQ
defensive threshold: 2.91667
16:41:40
SQ
-> Behaviors to pick from:
Idle (50)(*), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0), Defend (0)
Idle (50)(*), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Puncture (0), Attack.Decapitate (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Retreat (0), Roam (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0), Defend (0)
16:41:40
SQ
-> Behavior picked: Idle (50)
16:41:40
SQ
* Bandit Raider: Ending Turn with 9 of 9 AP left.
16:41:40
SQ
* ---------------------------------------------------
16:41:40
SQ
INFO: Next round issued: 5
16:41:40
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:41:40
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:41:40
SQ
Turn started for Wolf
16:41:45
SQ
Turn started for Bandit Marksman
16:41:45
SQ
*
16:41:45
SQ
* Bandit Marksman: Starting turn.
16:41:46
SQ
defensive score: 4.08163
16:41:46
SQ
defensive threshold: 2.91667
16:41:46
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Reload (0), Engage.Melee (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend (0), Attack.Bow (0)
Engage.Ranged (25)(*), Idle (1), Reload (0), Engage.Melee (0), Flee (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend (0), Attack.Bow (0)
16:41:46
SQ
-> Behavior picked: Engage.Ranged (25)
16:41:46
SQ
* Bandit Marksman: Waiting until others have moved!
16:41:47
SQ
Turn started for Sigurd
16:41:50
SQ
Turn started for Bandit Raider
16:41:50
SQ
*
16:41:50
SQ
* Bandit Raider: Starting turn.
16:41:51
SQ
defensive score: 4.08163
16:41:51
SQ
defensive threshold: 2.91667
16:41:52
SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Swing (0), Retreat (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0), Defend.Shieldwall (0), Flee (0)
Defend (90)(*), Idle (1), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Swing (0), Retreat (0), Roam (0), BreakFree (0), Defend.Rotation (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Default (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Engage.Melee (0), Defend.Shieldwall (0), Flee (0)
16:41:52
SQ
-> Behavior picked: Defend (90)
16:41:52
SQ
* Bandit Raider: Waiting until others have moved!
16:41:52
SQ
Turn started for Asbjorn
16:41:59
Resource
Unloading: gfx/orientation_overlay.png
16:41:59
Resource
Loading: music/defeat_01.ogg
16:42:03
Resource
Unloading: music/bandits_01.ogg
16:42:06
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:42:06
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:42:06
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
16:42:06
SQ
World::onCombatFinished
16:42:06
SQ
TacticalState::onFinish
16:42:08
Resource
Unloading: gfx/object_0.png
16:42:08
Resource
Unloading: gfx/detail.png
16:42:08
Resource
Unloading Resource Package "Temporary Tactical Resources".
16:42:08
Resource
Unloading: sounds/combat/repel_hit_01.wav
16:42:08
Resource
Unloading: sounds/combat/repel_hit_02.wav
16:42:08
Resource
Unloading: sounds/combat/repel_hit_03.wav
16:42:08
UI
IngameMenuScreen::UNREGISTER
16:42:08
UI
MainMenuModule::UNREGISTER
16:42:08
UI
LoadCampaignMenuModule::UNREGISTER
16:42:08
UI
SaveCampaignMenuModule::UNREGISTER
16:42:08
UI
OptionsMenuModule::UNREGISTER
16:42:08
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:42:08
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:42:08
UI
OptionsMenuModuleControlsPanel::UNREGISTER
16:42:08
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
16:42:08
UI
TacticalFleeScreen::UNREGISTER
16:42:08
UI
CharacterScreen::UNREGISTER
16:42:08
UI
CharacterScreenLeftPanelModule::UNREGISTER
16:42:08
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
16:42:08
UI
CharacterScreenPaperdollModule::UNREGISTER
16:42:08
UI
CharacterScreenSkillsModule::UNREGISTER
16:42:08
UI
CharacterScreenStatsModule::UNREGISTER
16:42:08
UI
CharacterScreenRightPanelModule::UNREGISTER
16:42:08
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
16:42:08
UI
CharacterScreenInventoryListModule::UNREGISTER
16:42:08
UI
CharacterScreenPerksModule::UNREGISTER
16:42:08
UI
CharacterScreenBrothersListModule::UNREGISTER
16:42:08
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
16:42:09
UI
TacticalScreen::UNREGISTER
16:42:09
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
16:42:09
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
16:42:09
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
16:42:09
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
16:42:09
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
16:42:09
UI
TacticalCombatResultScreen::UNREGISTER
16:42:09
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
16:42:09
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
16:42:15
Script
VM collected 21 object(s) and deleted them.
16:42:28
SQ
Location entered: Saltkai
16:42:28
Resource
Loading: music/city_01.ogg
16:42:32
Resource
Unloading: music/defeat_01.ogg
16:44:52
UI
ERROR: Perk could not be unlocked. Not enough perk points.
16:45:58
SQ
0
16:45:58
SQ
0
16:46:01
SQ
0
16:46:01
SQ
0
16:46:03
SQ
0
16:46:31
Resource
Loading: music/city_02.ogg
16:46:34
Resource
Unloading: music/city_01.ogg
16:47:22
Resource
Loading: music/worldmap_03.ogg
16:47:26
Resource
Unloading: music/city_02.ogg
16:47:33
SQ
Save campaign: autosave
16:47:42
Scene
Finished saving scene.
16:47:43
SQ
WorldState::onHide
16:47:44
UI
CharacterScreen::REGISTER
16:47:44
UI
CharacterScreenLeftPanelModule::REGISTER
16:47:44
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
16:47:44
UI
CharacterScreenPaperdollModule::REGISTER
16:47:44
UI
CharacterScreenSkillsModule::REGISTER
16:47:44
UI
CharacterScreenStatsModule::REGISTER
16:47:44
UI
CharacterScreenRightPanelModule::REGISTER
16:47:44
UI
CharacterScreenRightPanelHeaderModule::REGISTER
16:47:44
UI
CharacterScreenInventoryListModule::REGISTER
16:47:44
UI
CharacterScreenPerksModule::REGISTER
16:47:44
UI
CharacterScreenBrothersListModule::REGISTER
16:47:45
UI
CharacterScreenBattleStartFooterModule::REGISTER
16:47:45
UI
TacticalFleeScreen::REGISTER
16:47:45
UI
IngameMenuScreen::REGISTER
16:47:45
UI
MainMenuModule::REGISTER
16:47:45
UI
LoadCampaignMenuModule::REGISTER
16:47:45
UI
SaveCampaignMenuModule::REGISTER
16:47:45
UI
OptionsMenuModule::REGISTER
16:47:45
UI
OptionsMenuModuleVideoPanel::REGISTER
16:47:45
UI
OptionsMenuModuleAudioPanel::REGISTER
16:47:45
UI
OptionsMenuModuleControlsPanel::REGISTER
16:47:45
UI
OptionsMenuModuleGameplayPanel::REGISTER
16:47:45
UI
TacticalCombatResultScreen::REGISTER
16:47:45
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
16:47:45
UI
TacticalCombatResultScreenLootPanel::REGISTER
16:47:45
UI
TacticalScreen::REGISTER
16:47:45
UI
TacticalScreenTurnSequenceBarModule::REGISTER
16:47:45
UI
TacticalScreenOrientationOverlayModule::REGISTER
16:47:45
UI
TacticalScreenTopbarEventLogModule::REGISTER
16:47:45
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
16:47:45
UI
TacticalScreenTopbarOptionsModule::REGISTER
16:47:45
Resource
Loading: gfx/detail.png
16:47:45
Texture
Texture "gfx/detail.png" (ID: 21) took up approximately 5461kb in video memory.
16:47:45
Resource
Loading: gfx/object_0.png
16:47:45
Texture
Texture "gfx/object_0.png" (ID: 22) took up approximately 2730kb in video memory.
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (13,9).
16:47:46
Resource
Loading: gfx/orientation_overlay.png
16:47:46
Texture
Texture "gfx/orientation_overlay.png" (ID: 23) took up approximately 512kb in video memory.
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_ranged" at (12,14).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (13,10).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (13,8).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (13,11).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (13,7).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_ranged" at (12,4).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (13,12).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_ranged" at (12,13).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (19,6).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (19,7).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_ranged" at (20,10).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_ranged" at (20,0).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (19,5).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (19,8).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (19,4).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_marksman_low" at (20,15).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (15,17).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider" at (16,16).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (14,17).
16:47:46
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (17,16).
16:47:46
SQ
TACTICAL: STASH LOCKED: true
16:47:47
SQ
Turn started for Bandit Raider
16:47:47
SQ
*
16:47:47
SQ
* Bandit Raider: Starting turn.
16:47:47
SQ
INFO: Next round issued: 1
16:47:47
Resource
Started loading Resource Package "Temporary Tactical Resources".
16:47:47
Resource
Loading: sounds/combat/repel_hit_01.wav
16:47:47
Resource
Loading: sounds/combat/repel_hit_02.wav
16:47:47
Resource
Loading: sounds/combat/repel_hit_03.wav
16:47:47
Resource
Loading: music/bandits_01.ogg
16:47:47
SQ
defensive score: 0.849231
16:47:47
SQ
defensive threshold: 2.94118
16:47:47
SQ
-> Behaviors to pick from:
Engage.Melee (168.75)(*), 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 (168.75)(*), 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)
16:47:47
SQ
-> Behavior picked: Engage.Melee (168.75)
16:47:47
SQ
* Bandit Raider: Engaging to melee range with Militia Marksman (visible), accepted_distance=0
16:47:47
SQ
* Bandit Raider: Reached engage destination
16:47:47
SQ
defensive score: 0.849231
16:47:47
SQ
defensive threshold: 2.94118
16:47:48
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)
16:47:48
SQ
-> Behavior picked: Idle (1)
16:47:48
SQ
* Bandit Raider: Ending Turn with 4 of 9 AP left.
16:47:48
SQ
* ---------------------------------------------------
16:47:48
SQ
Turn started for Militia Marksman
16:47:48
SQ
*
16:47:48
SQ
* Militia Marksman: Starting turn.
16:47:49
SQ
defensive score: 1.47448
16:47:49
SQ
defensive threshold: 1.76923
16:47:49
Resource
Unloading: music/worldmap_03.ogg
16:47:49
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Attack.Default (0), Engage.Ranged (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0), Defend (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Roam (10)(*), Idle (1), Attack.Default (0), Engage.Ranged (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0), Defend (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:47:49
SQ
-> Behavior picked: Roam (10)
16:47:49
SQ
* Militia Marksman: Roaming.
16:47:49
SQ
defensive score: 1.47448
16:47:49
SQ
defensive threshold: 1.76923
16:47:49
SQ
-> Behaviors to pick from:
Roam (10)(*), Idle (1), Retreat (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Engage.Ranged (0)
Roam (10)(*), Idle (1), Retreat (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Engage.Ranged (0)
16:47:49
SQ
-> Behavior picked: Roam (10)
16:47:49
SQ
* Militia Marksman: Roaming.
16:47:49
SQ
defensive score: 1.47448
16:47:49
SQ
defensive threshold: 1.76923
16:47:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Engage.Ranged (0), Roam (0)
Idle (1)(*), Retreat (0), Flee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Engage.Ranged (0), Roam (0)
16:47:49
SQ
-> Behavior picked: Idle (1)
16:47:49
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:47:49
SQ
* ---------------------------------------------------
16:47:50
SQ
Turn started for Militia Marksman
16:47:50
SQ
*
16:47:50
SQ
* Militia Marksman: Starting turn.
16:47:50
SQ
defensive score: 1.47448
16:47:50
SQ
defensive threshold: 1.76923
16:47:51
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:47:51
SQ
-> Behaviors to pick from:
Attack.Bow (73.6627)(*), Idle (1), Roam (0), Engage.Ranged (0), Retreat (0), Engage.Melee (0), BreakFree (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Attack.Bow (73.6627)(*), Idle (1), Roam (0), Engage.Ranged (0), Retreat (0), Engage.Melee (0), BreakFree (0), Defend (0), Attack.Default (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:47:51
SQ
-> Behavior picked: Attack.Bow (73.6627)
16:47:51
SQ
* Militia Marksman: Using Aimed Shot against Bandit Marksman!
16:47:51
SQ
Militia Marksman uses skill Aimed Shot
16:47:51
SQ
defensive score: 1.47448
16:47:51
SQ
defensive threshold: 1.76923
16:47:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Roam (0), BreakFree (0), Retreat (0), Engage.Melee (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0)
16:47:51
SQ
-> Behavior picked: Idle (1)
16:47:51
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:47:51
SQ
* ---------------------------------------------------
16:47:51
SQ
Turn started for Bandit Marksman
16:47:51
SQ
*
16:47:51
SQ
* Bandit Marksman: Starting turn.
16:47:52
SQ
defensive score: 0.849231
16:47:52
SQ
defensive threshold: 2.94118
16:47:52
SQ
* Bandit Marksman: Considering improving position..
16:47:52
SQ
-> Behaviors to pick from:
Attack.Bow (278.635)(*), Engage.Ranged (50), 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)
Attack.Bow (278.635)(*), Engage.Ranged (50), 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)
16:47:52
SQ
-> Behavior picked: Attack.Bow (278.635)
16:47:52
SQ
* Bandit Marksman: Using Quick Shot against Militia Marksman!
16:47:52
SQ
Bandit Marksman uses skill Quick Shot
16:47:52
SQ
defensive score: 0.849231
16:47:52
SQ
defensive threshold: 2.94118
16:47:52
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
16:47:53
SQ
-> Behaviors to pick from:
Attack.Bow (247.075)(*), 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 (247.075)(*), 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)
16:47:53
SQ
-> Behavior picked: Attack.Bow (247.075)
16:47:53
SQ
* Bandit Marksman: Using Quick Shot against Militia Marksman!
16:47:53
SQ
Bandit Marksman uses skill Quick Shot
16:47:53
SQ
defensive score: 0.849231
16:47:53
SQ
defensive threshold: 2.94118
16:47:53
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)
16:47:53
SQ
-> Behavior picked: Idle (1)
16:47:53
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:47:53
SQ
* ---------------------------------------------------
16:47:53
SQ
Turn started for Militia Marksman
16:47:53
SQ
*
16:47:53
SQ
* Militia Marksman: Starting turn.
16:47:53
SQ
defensive score: 1.47448
16:47:53
SQ
defensive threshold: 1.76923
16:47:53
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Roam (0), Reload (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Ranged (25)(*), Idle (1), Roam (0), Reload (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:47:53
SQ
-> Behavior picked: Engage.Ranged (25)
16:47:53
SQ
* Militia Marksman: Waiting until others have moved!
16:47:54
SQ
Turn started for Militia Marksman
16:47:54
SQ
*
16:47:54
SQ
* Militia Marksman: Starting turn.
16:47:54
SQ
defensive score: 1.47448
16:47:54
SQ
defensive threshold: 1.76923
16:47:54
SQ
* Militia Marksman: It's important that I get some distance from my opponents..
16:47:54
SQ
-> Behaviors to pick from:
Engage.Ranged (422.222)(*), Attack.Bow (66.7977), 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 (422.222)(*), Attack.Bow (66.7977), 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)
16:47:54
SQ
-> Behavior picked: Engage.Ranged (422.222)
16:47:55
SQ
* Militia Marksman: Engaging into firing range over 2 tiles at Bandit Raider (visible)
16:47:55
SQ
defensive score: 1.47448
16:47:55
SQ
defensive threshold: 1.76923
16:47:55
SQ
* Militia Marksman: My position is great, no need to improve it
16:47:55
SQ
-> Behaviors to pick from:
Attack.Bow (23.4039)(*), Idle (1), Reload (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0)
Attack.Bow (23.4039)(*), Idle (1), Reload (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0)
16:47:55
SQ
-> Behavior picked: Attack.Bow (23.4039)
16:47:55
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:47:55
SQ
Militia Marksman uses skill Quick Shot
16:47:55
SQ
defensive score: 1.47448
16:47:55
SQ
defensive threshold: 1.76923
16:47:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
16:47:55
SQ
-> Behavior picked: Idle (1)
16:47:55
SQ
* Militia Marksman: Ending Turn with 0 of 9 AP left.
16:47:55
SQ
* ---------------------------------------------------
16:47:55
SQ
Turn started for Wendel
16:48:03
SQ
Turn started for Militia Marksman
16:48:03
SQ
*
16:48:03
SQ
* Militia Marksman: Starting turn.
16:48:03
SQ
defensive score: 1.47448
16:48:03
SQ
defensive threshold: 1.76923
16:48:04
SQ
* Militia Marksman: It's important that I get some distance from my opponents..
16:48:04
SQ
-> Behaviors to pick from:
Engage.Ranged (200)(*), Attack.Bow (37.8389), 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 (200)(*), Attack.Bow (37.8389), 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)
16:48:04
SQ
-> Behavior picked: Engage.Ranged (200)
16:48:04
SQ
* Militia Marksman: Engaging into firing range over 1 tiles at Bandit Raider (visible)
16:48:04
SQ
defensive score: 1.47448
16:48:04
SQ
defensive threshold: 1.76923
16:48:05
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:48:05
SQ
-> Behaviors to pick from:
Attack.Bow (23.4553)(*), Idle (1), Reload (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0)
Attack.Bow (23.4553)(*), Idle (1), Reload (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0)
16:48:05
SQ
-> Behavior picked: Attack.Bow (23.4553)
16:48:05
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:48:05
SQ
Militia Marksman uses skill Quick Shot
16:48:05
SQ
defensive score: 1.47448
16:48:05
SQ
defensive threshold: 1.76923
16:48:06
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:48:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), Retreat (0), Engage.Melee (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
16:48:06
SQ
-> Behavior picked: Idle (1)
16:48:06
SQ
* Militia Marksman: Ending Turn with 2 of 9 AP left.
16:48:06
SQ
* ---------------------------------------------------
16:48:06
SQ
Turn started for Bandit Raider
16:48:06
SQ
*
16:48:06
SQ
* Bandit Raider: Starting turn.
16:48:06
SQ
defensive score: 0.849231
16:48:06
SQ
defensive threshold: 2.94118
16:48:07
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)
16:48:07
SQ
-> Behavior picked: Engage.Melee (110)
16:48:07
SQ
* Bandit Raider: Engaging to melee range with Militia Marksman (visible), accepted_distance=0
16:48:07
SQ
* Bandit Raider: Reached engage destination
16:48:07
SQ
defensive score: 0.849231
16:48:07
SQ
defensive threshold: 2.94118
16:48:08
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)
16:48:08
SQ
-> Behavior picked: Idle (1)
16:48:08
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:48:08
SQ
* ---------------------------------------------------
16:48:08
SQ
Turn started for Gerulf
16:48:11
SQ
Skill [Hidden] removed from [Gerulf].
16:48:13
SQ
Turn started for Bandit Raider
16:48:13
SQ
*
16:48:13
SQ
* Bandit Raider: Starting turn.
16:48:14
SQ
defensive score: 0.849231
16:48:14
SQ
defensive threshold: 2.94118
16:48:14
SQ
-> Behaviors to pick from:
Engage.Melee (104.5)(*), Defend.Shieldwall (1.01711), 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), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (104.5)(*), Defend.Shieldwall (1.01711), 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), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:48:14
SQ
-> Behavior picked: Engage.Melee (104.5)
16:48:14
SQ
* Bandit Raider: Engaging to melee range with Militia Marksman (visible), accepted_distance=0
16:48:14
SQ
* Bandit Raider: Reached engage destination
16:48:14
SQ
defensive score: 0.849231
16:48:14
SQ
defensive threshold: 2.94118
16:48:15
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), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (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), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
16:48:15
SQ
-> Behavior picked: Idle (1)
16:48:15
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
16:48:15
SQ
* ---------------------------------------------------
16:48:15
SQ
Turn started for Arnulf
16:48:19
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:48:19
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:48:24
SQ
Turn started for Bandit Raider
16:48:24
SQ
*
16:48:24
SQ
* Bandit Raider: Starting turn.
16:48:25
SQ
defensive score: 0.849231
16:48:25
SQ
defensive threshold: 2.94118
16:48:25
SQ
-> Behaviors to pick from:
Engage.Melee (172.857)(*), Defend.Shieldwall (1.91534), 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), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (172.857)(*), Defend.Shieldwall (1.91534), 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), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
16:48:25
SQ
-> Behavior picked: Engage.Melee (172.857)
16:48:25
SQ
* Bandit Raider: Engaging to melee range with Militia Marksman (visible), accepted_distance=0
16:48:25
SQ
* Bandit Raider: Reached engage destination
16:48:26
SQ
defensive score: 0.849231
16:48:26
SQ
defensive threshold: 2.94118
16:48:26
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), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (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), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
16:48:26
SQ
-> Behavior picked: Idle (1)
16:48:26
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:48:26
SQ
* ---------------------------------------------------
16:48:26
SQ
Turn started for Militia
16:48:26
SQ
*
16:48:26
SQ
* Militia: Starting turn.
16:48:27
SQ
defensive score: 1.47448
16:48:27
SQ
defensive threshold: 1.76923
16:48:27
SQ
-> Behaviors to pick from:
Engage.Melee (148.5)(*), 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 (148.5)(*), 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)
16:48:27
SQ
-> Behavior picked: Engage.Melee (148.5)
16:48:27
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:48:27
SQ
* Militia: Reached engage destination
16:48:28
SQ
defensive score: 1.47448
16:48:28
SQ
defensive threshold: 1.76923
16:48:28
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)
16:48:28
SQ
-> Behavior picked: Idle (1)
16:48:28
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:48:28
SQ
* ---------------------------------------------------
16:48:28
SQ
Turn started for Reinhold
16:48:34
SQ
Turn started for Militia
16:48:34
SQ
*
16:48:34
SQ
* Militia: Starting turn.
16:48:35
SQ
defensive score: 1.47448
16:48:35
SQ
defensive threshold: 1.76923
16:48:35
SQ
-> Behaviors to pick from:
Engage.Melee (90.3571)(*), 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 (90.3571)(*), 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)
16:48:35
SQ
-> Behavior picked: Engage.Melee (90.3571)
16:48:35
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:48:35
SQ
* Militia: Reached engage destination
16:48:35
SQ
defensive score: 1.41037
16:48:35
SQ
defensive threshold: 1.76923
16:48:36
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)
16:48:36
SQ
-> Behavior picked: Idle (1)
16:48:36
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:48:36
SQ
* ---------------------------------------------------
16:48:36
SQ
Turn started for Militia
16:48:36
SQ
*
16:48:36
SQ
* Militia: Starting turn.
16:48:37
SQ
defensive score: 1.41037
16:48:37
SQ
defensive threshold: 1.76923
16:48:37
SQ
-> Behaviors to pick from:
Engage.Melee (39.2727)(*), 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 (39.2727)(*), 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)
16:48:37
SQ
-> Behavior picked: Engage.Melee (39.2727)
16:48:37
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:48:38
SQ
* Militia: Reached engage destination
16:48:38
SQ
defensive score: 1.34626
16:48:38
SQ
defensive threshold: 1.76923
16:48:38
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)
16:48:38
SQ
-> Behavior picked: Idle (1)
16:48:38
SQ
* Militia: Ending Turn with 3 of 9 AP left.
16:48:38
SQ
* ---------------------------------------------------
16:48:38
SQ
Turn started for Militia
16:48:38
SQ
*
16:48:38
SQ
* Militia: Starting turn.
16:48:39
SQ
defensive score: 1.34626
16:48:39
SQ
defensive threshold: 1.76923
16:48:40
SQ
-> Behaviors to pick from:
Engage.Melee (84.375)(*), 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 (84.375)(*), 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)
16:48:40
SQ
-> Behavior picked: Engage.Melee (84.375)
16:48:40
SQ
* Militia: Engaging to melee range with Bandit Raider (not visible), accepted_distance=0
16:48:40
SQ
* Militia: Reached engage destination
16:48:40
SQ
defensive score: 1.34626
16:48:40
SQ
defensive threshold: 1.76923
16:48:40
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)
16:48:40
SQ
-> Behavior picked: Idle (1)
16:48:40
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:48:40
SQ
* ---------------------------------------------------
16:48:41
SQ
Turn started for Militia
16:48:41
SQ
*
16:48:41
SQ
* Militia: Starting turn.
16:48:41
SQ
defensive score: 1.34626
16:48:41
SQ
defensive threshold: 1.76923
16:48:42
SQ
-> Behaviors to pick from:
Engage.Melee (128.906)(*), 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 (128.906)(*), 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)
16:48:42
SQ
-> Behavior picked: Engage.Melee (128.906)
16:48:42
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:48:42
SQ
* Militia: Reached engage destination
16:48:42
SQ
defensive score: 1.34626
16:48:42
SQ
defensive threshold: 1.76923
16:48:43
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)
16:48:43
SQ
-> Behavior picked: Idle (1)
16:48:43
SQ
* Militia: Ending Turn with 3 of 9 AP left.
16:48:43
SQ
* ---------------------------------------------------
16:48:43
SQ
Turn started for Militia
16:48:43
SQ
*
16:48:43
SQ
* Militia: Starting turn.
16:48:43
SQ
defensive score: 1.34626
16:48:43
SQ
defensive threshold: 1.76923
16:48:44
SQ
-> Behaviors to pick from:
Engage.Melee (141.667)(*), 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 (141.667)(*), 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)
16:48:44
SQ
-> Behavior picked: Engage.Melee (141.667)
16:48:44
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:48:44
SQ
* Militia: Reached engage destination
16:48:44
SQ
defensive score: 1.34626
16:48:44
SQ
defensive threshold: 1.76923
16:48:45
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)
16:48:45
SQ
-> Behavior picked: Idle (1)
16:48:45
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:48:45
SQ
* ---------------------------------------------------
16:48:45
SQ
Turn started for Militia
16:48:45
SQ
*
16:48:45
SQ
* Militia: Starting turn.
16:48:45
SQ
defensive score: 1.34626
16:48:45
SQ
defensive threshold: 1.76923
16:48:46
SQ
-> Behaviors to pick from:
Engage.Melee (125.558)(*), 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 (125.558)(*), 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)
16:48:46
SQ
-> Behavior picked: Engage.Melee (125.558)
16:48:46
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:48:46
SQ
* Militia: Reached engage destination
16:48:46
SQ
defensive score: 1.34626
16:48:46
SQ
defensive threshold: 1.76923
16:48:47
SQ
-> Behaviors to pick from:
Engage.Melee (251.953)(*), 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), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Defend (0)
Engage.Melee (251.953)(*), 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), Attack.Default (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), Retreat (0), Flee (0), Defend (0)
16:48:47
SQ
-> Behavior picked: Engage.Melee (251.953)
16:48:47
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:48:47
SQ
* Militia: Reached engage destination
16:48:47
SQ
defensive score: 1.34626
16:48:47
SQ
defensive threshold: 1.76923
16:48:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Flee (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Default (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Flee (0), Defend (0), Engage.Melee (0)
16:48:48
SQ
-> Behavior picked: Idle (1)
16:48:48
SQ
* Militia: Ending Turn with 2 of 9 AP left.
16:48:48
SQ
* ---------------------------------------------------
16:48:48
SQ
Turn started for Militia
16:48:48
SQ
*
16:48:48
SQ
* Militia: Starting turn.
16:48:48
SQ
defensive score: 1.34626
16:48:48
SQ
defensive threshold: 1.76923
16:48:49
SQ
-> Behaviors to pick from:
Engage.Melee (128.348)(*), 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 (128.348)(*), 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)
16:48:49
SQ
-> Behavior picked: Engage.Melee (128.348)
16:48:49
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:48:49
SQ
* Militia: Reached engage destination
16:48:49
SQ
defensive score: 1.34626
16:48:49
SQ
defensive threshold: 1.76923
16:48:50
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)
16:48:50
SQ
-> Behavior picked: Idle (1)
16:48:50
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:48:50
SQ
* ---------------------------------------------------
16:48:55
SQ
Turn started for Militia
16:48:55
SQ
*
16:48:55
SQ
* Militia: Starting turn.
16:48:56
SQ
defensive score: 1.34626
16:48:56
SQ
defensive threshold: 1.76923
16:48:56
SQ
-> Behaviors to pick from:
Engage.Melee (250)(*), 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 (250)(*), 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)
16:48:56
SQ
-> Behavior picked: Engage.Melee (250)
16:48:56
SQ
* Militia: Engaging to melee range with Bandit Raider (not visible), accepted_distance=0
16:48:56
SQ
* Militia: Reached engage destination
16:48:56
SQ
defensive score: 1.34626
16:48:56
SQ
defensive threshold: 1.76923
16:48:57
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)
16:48:57
SQ
-> Behavior picked: Idle (1)
16:48:57
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:48:57
SQ
* ---------------------------------------------------
16:48:57
SQ
Turn started for Militia
16:48:57
SQ
*
16:48:57
SQ
* Militia: Starting turn.
16:48:58
SQ
defensive score: 1.34626
16:48:58
SQ
defensive threshold: 1.76923
16:48:58
SQ
-> Behaviors to pick from:
Engage.Melee (242.187)(*), 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 (242.187)(*), 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)
16:48:58
SQ
-> Behavior picked: Engage.Melee (242.187)
16:48:58
SQ
* Militia: Engaging to melee range with Bandit Raider (not visible), accepted_distance=0
16:48:58
SQ
* Militia: Reached engage destination
16:48:58
SQ
defensive score: 1.34626
16:48:58
SQ
defensive threshold: 1.76923
16:48:59
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)
16:48:59
SQ
-> Behavior picked: Idle (1)
16:48:59
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:48:59
SQ
* ---------------------------------------------------
16:49:05
SQ
Turn started for Militia
16:49:05
SQ
*
16:49:05
SQ
* Militia: Starting turn.
16:49:05
SQ
defensive score: 1.34626
16:49:05
SQ
defensive threshold: 1.76923
16:49:06
SQ
-> Behaviors to pick from:
Engage.Melee (85.3875)(*), 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 (85.3875)(*), 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)
16:49:06
SQ
-> Behavior picked: Engage.Melee (85.3875)
16:49:06
SQ
* Militia: Engaging to melee range with Bandit Raider (not visible), accepted_distance=0
16:49:06
SQ
* Militia: Reached engage destination
16:49:06
SQ
defensive score: 1.34626
16:49:06
SQ
defensive threshold: 1.76923
16:49:07
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)
16:49:07
SQ
-> Behavior picked: Idle (1)
16:49:07
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:49:07
SQ
* ---------------------------------------------------
16:49:08
SQ
defensive score: 1.34626
16:49:08
SQ
defensive threshold: 1.76923
16:49:08
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Retreat (0), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Reload (0)
Engage.Ranged (25)(*), Idle (1), Retreat (0), Engage.Melee (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Default (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Reload (0)
16:49:08
SQ
-> Behavior picked: Engage.Ranged (25)
16:49:08
SQ
* Militia Marksman: Engaging into firing range over 4 tiles at Bandit Raider (not visible)
16:49:11
SQ
defensive score: 1.34626
16:49:11
SQ
defensive threshold: 1.76923
16:49:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Flee (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Reload (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), Flee (0), Roam (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Reload (0), Engage.Ranged (0)
16:49:11
SQ
-> Behavior picked: Idle (1)
16:49:11
SQ
* Militia Marksman: Ending Turn with 0 of 9 AP left.
16:49:11
SQ
* ---------------------------------------------------
16:49:12
SQ
INFO: Next round issued: 2
16:49:12
SQ
Turn started for Sigurd
16:49:17
SQ
Turn started for Wolf
16:49:23
SQ
Turn started for Bandit Raider
16:49:23
SQ
*
16:49:23
SQ
* Bandit Raider: Starting turn.
16:49:24
SQ
-> Behaviors to pick from:
Engage.Melee (127.653)(*), 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 (127.653)(*), 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)
16:49:24
SQ
-> Behavior picked: Engage.Melee (127.653)
16:49:24
SQ
* Bandit Raider: Engaging to melee range with Militia (visible), accepted_distance=0
16:49:24
SQ
* Bandit Raider: Reached engage destination
16:49:25
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)
16:49:25
SQ
-> Behavior picked: Idle (1)
16:49:25
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:49:25
SQ
* ---------------------------------------------------
16:49:25
SQ
Turn started for Gerulf
16:49:30
SQ
Turn started for Militia Marksman
16:49:30
SQ
*
16:49:30
SQ
* Militia Marksman: Starting turn.
16:49:31
SQ
defensive score: 1.34626
16:49:31
SQ
defensive threshold: 1.76923
16:49:31
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Roam (0), Retreat (0)
Engage.Ranged (25)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Roam (0), Retreat (0)
16:49:31
SQ
-> Behavior picked: Engage.Ranged (25)
16:49:31
SQ
* Militia Marksman: Waiting until others have moved!
16:49:31
SQ
Turn started for Bandit Raider
16:49:31
SQ
*
16:49:31
SQ
* Bandit Raider: Starting turn.
16:49:33
SQ
-> Behaviors to pick from:
Attack.Default (299.177)(*), 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 (299.177)(*), 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)
16:49:33
SQ
-> Behavior picked: Attack.Default (299.177)
16:49:33
SQ
* Bandit Raider: Using Chop against Militia!
16:49:33
SQ
Bandit Raider uses skill Chop
16:49:33
SQ
Militia has died.
16:49:34
SQ
-> Behaviors to pick from:
Attack.Default (101.45)(*), 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 (101.45)(*), 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)
16:49:34
SQ
-> Behavior picked: Attack.Default (101.45)
16:49:34
SQ
* Bandit Raider: Using Chop against Militia!
16:49:34
SQ
Bandit Raider uses skill Chop
16:49:34
SQ
Militia has died.
16:49:34
SQ
defensive score: 0.775385
16:49:34
SQ
defensive threshold: 2.94118
16:49:34
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)
16:49:34
SQ
-> Behavior picked: Idle (1)
16:49:34
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:49:34
SQ
* ---------------------------------------------------
16:49:35
SQ
Turn started for Asbjorn
16:49:40
SQ
Turn started for Wendel
16:49:44
SQ
Turn started for Arnulf
16:49:48
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:49:48
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:49:48
SQ
Turn started for Militia Marksman
16:49:49
SQ
*
16:49:49
SQ
* Militia Marksman: Starting turn.
16:49:49
SQ
defensive score: 1.76871
16:49:49
SQ
defensive threshold: 1.8
16:49:50
SQ
* Militia Marksman: It's important that I get some distance from my opponents..
16:49:50
SQ
-> Behaviors to pick from:
Engage.Ranged (977.778)(*), Attack.Bow (114.219), Idle (1), Engage.Melee (0), Defend (0), BreakFree (0), Flee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Roam (0)
Engage.Ranged (977.778)(*), Attack.Bow (114.219), Idle (1), Engage.Melee (0), Defend (0), BreakFree (0), Flee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Roam (0)
16:49:50
SQ
-> Behavior picked: Engage.Ranged (977.778)
16:49:50
SQ
* Militia Marksman: Engaging into firing range over 3 tiles at Bandit Raider (visible)
16:49:50
SQ
defensive score: 1.76871
16:49:50
SQ
defensive threshold: 1.8
16:49:51
SQ
* Militia Marksman: It's important that I get some distance from my opponents..
16:49:51
SQ
-> Behaviors to pick from:
Engage.Ranged (444.444)(*), Idle (1), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0)
Engage.Ranged (444.444)(*), Idle (1), Defend (0), Attack.Default (0), BreakFree (0), Flee (0), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0)
16:49:51
SQ
-> Behavior picked: Engage.Ranged (444.444)
16:49:51
SQ
* Militia Marksman: Engaging into firing range over 1 tiles at Bandit Raider (visible)
16:49:51
SQ
defensive score: 1.76871
16:49:51
SQ
defensive threshold: 1.8
16:49:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Puncture (0), BreakFree (0), Flee (0), Reload (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), Engage.Ranged (0)
Idle (1)(*), Defend (0), Attack.Puncture (0), BreakFree (0), Flee (0), Reload (0), Attack.Default (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), Engage.Ranged (0)
16:49:51
SQ
-> Behavior picked: Idle (1)
16:49:51
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:49:51
SQ
* ---------------------------------------------------
16:49:52
SQ
Turn started for Militia Marksman
16:49:52
SQ
*
16:49:52
SQ
* Militia Marksman: Starting turn.
16:49:52
SQ
defensive score: 1.76871
16:49:52
SQ
defensive threshold: 1.8
16:49:53
SQ
* Militia Marksman: It's important that I get some distance from my opponents..
16:49:53
SQ
-> Behaviors to pick from:
Engage.Ranged (288.889)(*), Attack.Bow (99.0604)(*), Idle (1), Engage.Melee (0), Attack.Default (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Retreat (0), Reload (0)
Engage.Ranged (288.889)(*), Attack.Bow (99.0604)(*), Idle (1), Engage.Melee (0), Attack.Default (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Retreat (0), Reload (0)
16:49:53
SQ
-> Behavior picked: Engage.Ranged (288.889)
16:49:53
SQ
* Militia Marksman: Engaging into firing range over 2 tiles at Bandit Raider (visible)
16:49:54
SQ
defensive score: 1.76871
16:49:54
SQ
defensive threshold: 1.8
16:49:55
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:49:55
SQ
-> Behaviors to pick from:
Attack.Bow (33.8895)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Reload (0), Engage.Ranged (0)
Attack.Bow (33.8895)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Reload (0), Engage.Ranged (0)
16:49:55
SQ
-> Behavior picked: Attack.Bow (33.8895)
16:49:55
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:49:55
SQ
Militia Marksman uses skill Quick Shot
16:49:57
SQ
defensive score: 1.76871
16:49:57
SQ
defensive threshold: 1.8
16:49:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Reload (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Attack.Default (0), Defend (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Reload (0), Engage.Ranged (0), Attack.Bow (0)
16:49:58
SQ
-> Behavior picked: Idle (1)
16:49:58
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:49:58
SQ
* ---------------------------------------------------
16:49:58
SQ
Turn started for Militia
16:49:58
SQ
*
16:49:58
SQ
* Militia: Starting turn.
16:49:59
SQ
defensive score: 1.76871
16:49:59
SQ
defensive threshold: 1.8
16:49:59
SQ
-> Behaviors to pick from:
Engage.Melee (140.054)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
Engage.Melee (140.054)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
16:49:59
SQ
-> Behavior picked: Engage.Melee (140.054)
16:49:59
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:49:59
SQ
* Militia: Reached engage destination
16:49:59
SQ
defensive score: 1.68448
16:49:59
SQ
defensive threshold: 1.8
16:50:00
SQ
-> Behaviors to pick from:
Attack.Default (50.0843)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
Attack.Default (50.0843)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
16:50:00
SQ
-> Behavior picked: Attack.Default (50.0843)
16:50:00
SQ
* Militia: Using Slash against Bandit Raider!
16:50:00
SQ
Militia uses skill Slash
16:50:00
SQ
defensive score: 1.68448
16:50:00
SQ
defensive threshold: 1.8
16:50:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Attack.Split (0), Flee (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Attack.Split (0), Flee (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0)
16:50:00
SQ
-> Behavior picked: Idle (1)
16:50:00
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:50:00
SQ
* ---------------------------------------------------
16:50:00
SQ
Turn started for Bandit Raider
16:50:00
SQ
*
16:50:00
SQ
* Bandit Raider: Starting turn.
16:50:01
SQ
-> Behaviors to pick from:
Engage.Melee (105.417)(*), Defend.Shieldwall (9.7781), 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), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Retreat (0)
Engage.Melee (105.417)(*), Defend.Shieldwall (9.7781), 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), BreakFree (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Riposte (0), Defend (0), Retreat (0)
16:50:01
SQ
-> Behavior picked: Engage.Melee (105.417)
16:50:01
SQ
* Bandit Raider: Engaging to melee range with Militia (visible), accepted_distance=0
16:50:01
SQ
* Bandit Raider: Reached engage destination
16:50:02
SQ
-> Behaviors to pick from:
Attack.Default (98.6092)(*), Defend.Shieldwall (62.1577)(*), Idle (1), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Puncture (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Engage.Melee (0)
Attack.Default (98.6092)(*), Defend.Shieldwall (62.1577)(*), Idle (1), Flee (0), Attack.KnockOut (0), Attack.Split (0), Attack.Puncture (0), Attack.Swing (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Decapitate (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Engage.Melee (0)
16:50:02
SQ
-> Behavior picked: Attack.Default (98.6092)
16:50:02
SQ
* Bandit Raider: Using Slash against Militia!
16:50:02
SQ
Bandit Raider uses skill Slash
16:50:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Shieldwall (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.Swing (0), Flee (0), Defend.Riposte (0), Defend.Rotation (0), Defend.Spearwall (0), Defend.Shieldwall (0), BreakFree (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Engage.Melee (0), Attack.Default (0)
16:50:02
SQ
-> Behavior picked: Idle (1)
16:50:02
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
16:50:02
SQ
* ---------------------------------------------------
16:50:02
SQ
Turn started for Militia
16:50:02
SQ
*
16:50:02
SQ
* Militia: Starting turn.
16:50:03
SQ
defensive score: 1.68448
16:50:03
SQ
defensive threshold: 1.8
16:50:03
SQ
-> Behaviors to pick from:
Engage.Melee (166.75)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
Engage.Melee (166.75)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
16:50:03
SQ
-> Behavior picked: Engage.Melee (166.75)
16:50:03
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:50:03
SQ
* Militia: Reached engage destination
16:50:03
SQ
defensive score: 1.60026
16:50:03
SQ
defensive threshold: 1.8
16:50:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
16:50:04
SQ
-> Behavior picked: Idle (1)
16:50:04
SQ
* Militia: Ending Turn with 3 of 9 AP left.
16:50:04
SQ
* ---------------------------------------------------
16:50:04
SQ
Turn started for Militia Marksman
16:50:04
SQ
*
16:50:04
SQ
* Militia Marksman: Starting turn.
16:50:04
SQ
defensive score: 1.60026
16:50:04
SQ
defensive threshold: 1.8
16:50:05
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:50:05
SQ
-> Behaviors to pick from:
Attack.Bow (118.505)(*), Idle (1), Engage.Melee (0), Attack.Default (0), BreakFree (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Retreat (0), Reload (0)
Attack.Bow (118.505)(*), Idle (1), Engage.Melee (0), Attack.Default (0), BreakFree (0), Engage.Ranged (0), SwitchTo.Melee (0), Defend (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), Retreat (0), Reload (0)
16:50:05
SQ
-> Behavior picked: Attack.Bow (118.505)
16:50:05
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:50:05
SQ
Militia Marksman uses skill Quick Shot
16:50:05
SQ
defensive score: 1.60026
16:50:05
SQ
defensive threshold: 1.8
16:50:05
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:50:05
SQ
-> Behaviors to pick from:
Attack.Bow (80.0726)(*), Idle (1), BreakFree (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Reload (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.Default (0)
Attack.Bow (80.0726)(*), Idle (1), BreakFree (0), Engage.Ranged (0), Engage.Melee (0), Retreat (0), Reload (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.Default (0)
16:50:05
SQ
-> Behavior picked: Attack.Bow (80.0726)
16:50:05
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:50:06
SQ
Militia Marksman uses skill Quick Shot
16:50:06
SQ
defensive score: 1.60026
16:50:06
SQ
defensive threshold: 1.8
16:50:06
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Reload (0), Engage.Melee (0), Retreat (0), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), BreakFree (0), Reload (0), Engage.Melee (0), Retreat (0), Roam (0), Engage.Ranged (0), SwitchTo.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Attack.Default (0), Attack.Bow (0)
16:50:06
SQ
-> Behavior picked: Idle (1)
16:50:06
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:50:06
SQ
* ---------------------------------------------------
16:50:06
SQ
Turn started for Militia
16:50:06
SQ
*
16:50:06
SQ
* Militia: Starting turn.
16:50:06
SQ
defensive score: 1.60026
16:50:06
SQ
defensive threshold: 1.8
16:50:07
SQ
-> Behaviors to pick from:
Engage.Melee (141.68)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
Engage.Melee (141.68)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
16:50:07
SQ
-> Behavior picked: Engage.Melee (141.68)
16:50:07
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:50:07
SQ
* Militia: Reached engage destination
16:50:07
SQ
-> Behaviors to pick from:
Attack.Default (59.9056)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
Attack.Default (59.9056)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
16:50:07
SQ
-> Behavior picked: Attack.Default (59.9056)
16:50:07
SQ
* Militia: Using Thrust against Bandit Raider!
16:50:07
SQ
Militia uses skill Thrust
16:50:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Attack.Split (0), Flee (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Attack.Split (0), Flee (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0)
16:50:07
SQ
-> Behavior picked: Idle (1)
16:50:07
SQ
* Militia: Ending Turn with 0 of 9 AP left.
16:50:07
SQ
* ---------------------------------------------------
16:50:08
SQ
Turn started for Bandit Marksman
16:50:08
SQ
*
16:50:08
SQ
* Bandit Marksman: Starting turn.
16:50:09
SQ
* Bandit Marksman: Considering improving position..
16:50:09
SQ
-> Behaviors to pick from:
Attack.Bow (84.865)(*), Engage.Ranged (50)(*), 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)
Attack.Bow (84.865)(*), Engage.Ranged (50)(*), 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)
16:50:09
SQ
-> Behavior picked: Attack.Bow (84.865)
16:50:09
SQ
* Bandit Marksman: Using Aimed Shot against Militia!
16:50:09
SQ
Bandit Marksman uses skill Aimed Shot
16:50:09
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), Engage.Ranged (0), Roam (0), Retreat (0), BreakFree (0), Attack.Bow (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), Engage.Ranged (0), Roam (0), Retreat (0), BreakFree (0), Attack.Bow (0)
16:50:09
SQ
-> Behavior picked: Idle (1)
16:50:09
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:50:09
SQ
* ---------------------------------------------------
16:50:09
SQ
Turn started for Bandit Raider
16:50:09
SQ
*
16:50:09
SQ
* Bandit Raider: Starting turn.
16:50:10
SQ
-> Behaviors to pick from:
Attack.Default (92.9417)(*), Defend.Shieldwall (73.3741)(*), Attack.KnockOut (63.3465)(*), Idle (1), Attack.CrushArmor (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0)
Attack.Default (92.9417)(*), Defend.Shieldwall (73.3741)(*), Attack.KnockOut (63.3465)(*), Idle (1), Attack.CrushArmor (0), Engage.Melee (0), Defend.Rotation (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Spearwall (0), BreakFree (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0)
16:50:10
SQ
-> Behavior picked: Attack.KnockOut (63.3465)
16:50:10
SQ
* Bandit Raider: Using Knock Out against Militia!
16:50:10
SQ
Bandit Raider uses skill Knock Out
16:50:11
SQ
-> Behaviors to pick from:
Attack.Default (96.6637)(*), Defend.Shieldwall (71.6866)(*), Idle (1), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.Puncture (0), BreakFree (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0), Attack.SplitShield (0)
Attack.Default (96.6637)(*), Defend.Shieldwall (71.6866)(*), Idle (1), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Split (0), Attack.Decapitate (0), Attack.Puncture (0), BreakFree (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0), Attack.SplitShield (0)
16:50:11
SQ
-> Behavior picked: Defend.Shieldwall (71.6866)
16:50:11
SQ
* Bandit Raider: Using Shieldwall!
16:50:11
SQ
Bandit Raider uses skill Shieldwall
16:50:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Spearwall (0), Engage.Melee (0), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Spearwall (0), Engage.Melee (0), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0), Attack.SplitShield (0), Attack.Default (0)
16:50:11
SQ
-> Behavior picked: Idle (1)
16:50:11
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:50:11
SQ
* ---------------------------------------------------
16:50:11
SQ
Turn started for Reinhold
16:50:15
SQ
Skill [Hidden] removed from [Reinhold].
16:50:16
SQ
Turn started for Militia
16:50:16
SQ
*
16:50:16
SQ
* Militia: Starting turn.
16:50:18
SQ
-> Behaviors to pick from:
Engage.Melee (184)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
Engage.Melee (184)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
16:50:18
SQ
-> Behavior picked: Engage.Melee (184)
16:50:18
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:50:18
SQ
* Militia: Reached engage destination
16:50:19
SQ
-> Behaviors to pick from:
Attack.Default (42.9569)(*), Attack.KnockOut (25.48)(*), Idle (1), BreakFree (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Split (0), Engage.Melee (0)
Attack.Default (42.9569)(*), Attack.KnockOut (25.48)(*), Idle (1), BreakFree (0), Defend.Shieldwall (0), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Split (0), Engage.Melee (0)
16:50:19
SQ
-> Behavior picked: Attack.KnockOut (25.48)
16:50:19
SQ
* Militia: Using Knock Out against Bandit Raider!
16:50:19
SQ
Militia uses skill Knock Out
16:50:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Split (0), Engage.Melee (0), Attack.Default (0)
16:50:19
SQ
-> Behavior picked: Idle (1)
16:50:19
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:50:19
SQ
* ---------------------------------------------------
16:50:19
SQ
Turn started for Militia
16:50:19
SQ
*
16:50:19
SQ
* Militia: Starting turn.
16:50:21
SQ
-> Behaviors to pick from:
Engage.Melee (74.6901)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Flee (0), Defend (0), Attack.Swing (0), Roam (0)
Engage.Melee (74.6901)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Attack.Split (0), Flee (0), Defend (0), Attack.Swing (0), Roam (0)
16:50:21
SQ
-> Behavior picked: Engage.Melee (74.6901)
16:50:21
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:50:21
SQ
* Militia: Reached engage destination
16:50:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Split (0), Flee (0), BreakFree (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Split (0), Flee (0), BreakFree (0), Attack.KnockOut (0), Attack.Default (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Attack.CrushArmor (0), Attack.SplitShield (0), Defend (0), Attack.Swing (0), Roam (0), Engage.Melee (0)
16:50:22
SQ
-> Behavior picked: Idle (1)
16:50:22
SQ
* Militia: Ending Turn with 0 of 9 AP left.
16:50:22
SQ
* ---------------------------------------------------
16:50:22
SQ
Turn started for Militia
16:50:22
SQ
*
16:50:22
SQ
* Militia: Starting turn.
16:50:23
SQ
-> Behaviors to pick from:
Engage.Melee (143.75)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
Engage.Melee (143.75)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
16:50:23
SQ
-> Behavior picked: Engage.Melee (143.75)
16:50:23
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:50:23
SQ
* Militia: Reached engage destination
16:50:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
16:50:24
SQ
-> Behavior picked: Idle (1)
16:50:24
SQ
* Militia: Ending Turn with 2 of 9 AP left.
16:50:24
SQ
* ---------------------------------------------------
16:50:24
SQ
Turn started for Militia
16:50:24
SQ
*
16:50:24
SQ
* Militia: Starting turn.
16:50:26
SQ
-> Behaviors to pick from:
Engage.Melee (138)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
Engage.Melee (138)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
16:50:26
SQ
-> Behavior picked: Engage.Melee (138)
16:50:26
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:50:26
SQ
* Militia: Reached engage destination
16:50:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
16:50:26
SQ
-> Behavior picked: Idle (1)
16:50:26
SQ
* Militia: Ending Turn with 0 of 9 AP left.
16:50:26
SQ
* ---------------------------------------------------
16:50:27
SQ
Turn started for Militia
16:50:27
SQ
*
16:50:27
SQ
* Militia: Starting turn.
16:50:28
SQ
-> Behaviors to pick from:
Engage.Melee (93.4375)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
Engage.Melee (93.4375)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
16:50:28
SQ
-> Behavior picked: Engage.Melee (93.4375)
16:50:28
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:50:29
SQ
* Militia: Reached engage destination
16:50:29
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
16:50:29
SQ
-> Behavior picked: Idle (1)
16:50:29
SQ
* Militia: Ending Turn with 0 of 9 AP left.
16:50:29
SQ
* ---------------------------------------------------
16:50:30
SQ
Turn started for Militia Marksman
16:50:30
SQ
*
16:50:30
SQ
* Militia Marksman: Starting turn.
16:50:30
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:50:30
SQ
-> Behaviors to pick from:
Attack.Bow (48.2405)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Reload (0), Engage.Ranged (0), Retreat (0)
Attack.Bow (48.2405)(*), Idle (1), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Reload (0), Engage.Ranged (0), Retreat (0)
16:50:30
SQ
-> Behavior picked: Attack.Bow (48.2405)
16:50:31
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:50:31
SQ
Militia Marksman uses skill Aimed Shot
16:50:34
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), Defend (0), Attack.Default (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Reload (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), Defend (0), Attack.Default (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Reload (0), Engage.Ranged (0), Retreat (0), Attack.Bow (0)
16:50:34
SQ
-> Behavior picked: Idle (1)
16:50:34
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:50:34
SQ
* ---------------------------------------------------
16:50:35
SQ
Turn started for Militia
16:50:35
SQ
*
16:50:35
SQ
* Militia: Starting turn.
16:50:35
SQ
-> Behaviors to pick from:
Engage.Melee (166.031)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
Engage.Melee (166.031)(*), Idle (1), Attack.Decapitate (0), Attack.Default (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), SwitchTo.Ranged (0), Retreat (0), Flee (0), Roam (0), Attack.Swing (0)
16:50:35
SQ
-> Behavior picked: Engage.Melee (166.031)
16:50:35
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:50:35
SQ
* Militia: Reached engage destination
16:50:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), SwitchTo.Melee (0), Attack.Split (0), Attack.Default (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
16:50:36
SQ
-> Behavior picked: Idle (1)
16:50:36
SQ
* Militia: Ending Turn with 0 of 9 AP left.
16:50:36
SQ
* ---------------------------------------------------
16:50:37
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Roam (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Defend (0)
Engage.Ranged (25)(*), Idle (1), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Roam (0), Retreat (0), SwitchTo.Melee (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Defend (0)
16:50:37
SQ
-> Behavior picked: Engage.Ranged (25)
16:50:37
SQ
* Militia Marksman: Engaging into firing range over 4 tiles at Bandit Marksman (not visible)
16:50:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Defend (0), Engage.Ranged (0)
Idle (1)(*), Flee (0), Retreat (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Defend (0), Engage.Ranged (0)
16:50:37
SQ
-> Behavior picked: Idle (1)
16:50:37
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:50:37
SQ
* ---------------------------------------------------
16:50:37
SQ
INFO: Next round issued: 3
16:50:37
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:50:37
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:50:37
SQ
Turn started for Sigurd
16:50:41
SQ
Turn started for Wolf
16:50:48
SQ
Turn started for Gerulf
16:50:53
SQ
Turn started for Arnulf
16:50:59
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:50:59
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:51:00
SQ
Turn started for Bandit Raider
16:51:00
SQ
*
16:51:00
SQ
* Bandit Raider: Starting turn.
16:51:01
SQ
-> Behaviors to pick from:
Attack.Default (332.51)(*), Defend.Shieldwall (82.2712), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Spearwall (0), Engage.Melee (0), BreakFree (0), Attack.SplitShield (0), Flee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0)
Attack.Default (332.51)(*), Defend.Shieldwall (82.2712), Idle (1), Attack.Decapitate (0), Attack.Swing (0), Attack.Puncture (0), Defend.Knockback (0), Defend.Rotation (0), Defend.Spearwall (0), Engage.Melee (0), BreakFree (0), Attack.SplitShield (0), Flee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0)
16:51:01
SQ
-> Behavior picked: Attack.Default (332.51)
16:51:01
SQ
* Bandit Raider: Using Slash against Militia!
16:51:01
SQ
Bandit Raider uses skill Slash
16:51:01
SQ
Militia has died.
16:51:01
SQ
-> Behaviors to pick from:
Attack.Default (104.037)(*), Defend.Shieldwall (68.0651)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Attack.Puncture (0), Flee (0), Defend.Spearwall (0), Engage.Melee (0), BreakFree (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0)
Attack.Default (104.037)(*), Defend.Shieldwall (68.0651)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Attack.Puncture (0), Flee (0), Defend.Spearwall (0), Engage.Melee (0), BreakFree (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0)
16:51:01
SQ
-> Behavior picked: Attack.Default (104.037)
16:51:01
SQ
* Bandit Raider: Using Slash against Militia!
16:51:01
SQ
Bandit Raider uses skill Slash
16:51:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Flee (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Swing (0), Engage.Melee (0), BreakFree (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), Flee (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.Swing (0), Engage.Melee (0), BreakFree (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Decapitate (0), Attack.Default (0)
16:51:02
SQ
-> Behavior picked: Idle (1)
16:51:02
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:51:02
SQ
* ---------------------------------------------------
16:51:02
SQ
Turn started for Asbjorn
16:51:11
SQ
Turn started for Bandit Raider
16:51:11
SQ
*
16:51:11
SQ
* Bandit Raider: Starting turn.
16:51:12
SQ
-> Behaviors to pick from:
Attack.Default (95.5348)(*), 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 (95.5348)(*), 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)
16:51:12
SQ
-> Behavior picked: Attack.Default (95.5348)
16:51:12
SQ
* Bandit Raider: Using Flail against Militia!
16:51:12
SQ
Bandit Raider uses skill Flail
16:51:12
SQ
-> Behaviors to pick from:
Attack.Default (95.1199)(*), 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 (95.1199)(*), 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)
16:51:12
SQ
-> Behavior picked: Attack.Default (95.1199)
16:51:13
SQ
* Bandit Raider: Using Flail against Militia!
16:51:13
SQ
Bandit Raider uses skill Flail
16:51:13
SQ
Militia has died.
16:51:13
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)
16:51:13
SQ
-> Behavior picked: Idle (1)
16:51:13
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:51:13
SQ
* ---------------------------------------------------
16:51:13
SQ
Turn started for Wendel
16:51:18
SQ
Turn started for Militia
16:51:18
SQ
*
16:51:18
SQ
* Militia: Starting turn.
16:51:19
SQ
-> Behaviors to pick from:
Attack.Default (29.0939)(*), Attack.KnockOut (13.2766)(*), Idle (1), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Attack.Split (0), Retreat (0), Flee (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Attack.Decapitate (0)
Attack.Default (29.0939)(*), Attack.KnockOut (13.2766)(*), Idle (1), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Attack.Split (0), Retreat (0), Flee (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Attack.Decapitate (0)
16:51:19
SQ
-> Behavior picked: Attack.Default (29.0939)
16:51:19
SQ
* Militia: Using Bash against Bandit Raider!
16:51:19
SQ
Militia uses skill Bash
16:51:19
SQ
-> Behaviors to pick from:
Attack.Default (30.3718)(*), Attack.KnockOut (12.1333)(*), Idle (1), SwitchTo.Ranged (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Flee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0)
Attack.Default (30.3718)(*), Attack.KnockOut (12.1333)(*), Idle (1), SwitchTo.Ranged (0), Attack.Split (0), Attack.SplitShield (0), Retreat (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Flee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0)
16:51:19
SQ
-> Behavior picked: Attack.Default (30.3718)
16:51:19
SQ
* Militia: Using Bash against Bandit Raider!
16:51:19
SQ
Militia uses skill Bash
16:51:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.KnockOut (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Retreat (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.KnockOut (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0)
16:51:19
SQ
-> Behavior picked: Idle (1)
16:51:19
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:51:19
SQ
* ---------------------------------------------------
16:51:20
SQ
Turn started for Militia Marksman
16:51:20
SQ
*
16:51:20
SQ
* Militia Marksman: Starting turn.
16:51:21
SQ
* Militia Marksman: Considering improving position..
16:51:21
SQ
-> Behaviors to pick from:
Engage.Ranged (50)(*), Attack.Bow (23.4311)(*), Idle (1), Flee (0), Reload (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Defend (0)
Engage.Ranged (50)(*), Attack.Bow (23.4311)(*), Idle (1), Flee (0), Reload (0), Attack.Puncture (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Melee (0), Retreat (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Defend (0)
16:51:21
SQ
-> Behavior picked: Engage.Ranged (50)
16:51:21
SQ
* Militia Marksman: Engaging into firing range over 4 tiles at Bandit Raider (not visible)
16:51:23
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), BreakFree (0), Defend (0), Engage.Ranged (0)
Idle (1)(*), Attack.Puncture (0), Attack.Default (0), Reload (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), BreakFree (0), Defend (0), Engage.Ranged (0)
16:51:23
SQ
-> Behavior picked: Idle (1)
16:51:23
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:51:23
SQ
* ---------------------------------------------------
16:51:23
SQ
Turn started for Militia Marksman
16:51:23
SQ
*
16:51:23
SQ
* Militia Marksman: Starting turn.
16:51:24
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:51:24
SQ
-> Behaviors to pick from:
Attack.Bow (50.2996)(*), Idle (1), Engage.Melee (0), Defend (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), BreakFree (0), Roam (0), Reload (0), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), SwitchTo.Ranged (0)
Attack.Bow (50.2996)(*), Idle (1), Engage.Melee (0), Defend (0), Attack.Puncture (0), Retreat (0), Attack.Default (0), BreakFree (0), Roam (0), Reload (0), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), SwitchTo.Ranged (0)
16:51:24
SQ
-> Behavior picked: Attack.Bow (50.2996)
16:51:25
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:51:25
SQ
Militia Marksman uses skill Aimed Shot
16:51:28
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), BreakFree (0), Defend (0), Roam (0), Reload (0), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0)
Idle (1)(*), Engage.Melee (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), BreakFree (0), Defend (0), Roam (0), Reload (0), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), SwitchTo.Ranged (0), Attack.Bow (0)
16:51:28
SQ
-> Behavior picked: Idle (1)
16:51:28
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:51:28
SQ
* ---------------------------------------------------
16:51:29
SQ
Turn started for Reinhold
16:51:33
SQ
Turn started for Militia Marksman
16:51:33
SQ
*
16:51:33
SQ
* Militia Marksman: Starting turn.
16:51:34
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:51:34
SQ
-> Behaviors to pick from:
Attack.Bow (50.4725)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Defend (0), Engage.Ranged (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0)
Attack.Bow (50.4725)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Defend (0), Engage.Ranged (0), Attack.Puncture (0), Flee (0), Engage.Melee (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0)
16:51:34
SQ
-> Behavior picked: Attack.Bow (50.4725)
16:51:35
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:51:35
SQ
Militia Marksman uses skill Aimed Shot
16:51:38
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Engage.Ranged (0), Flee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Melee (0), Attack.Puncture (0), Defend (0), Engage.Ranged (0), Flee (0), Roam (0), Engage.Melee (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0), Attack.Bow (0)
16:51:38
SQ
-> Behavior picked: Idle (1)
16:51:38
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:51:38
SQ
* ---------------------------------------------------
16:51:39
SQ
Turn started for Bandit Marksman
16:51:39
SQ
*
16:51:39
SQ
* Bandit Marksman: Starting turn.
16:51:40
SQ
* Bandit Marksman: Considering improving position..
16:51:40
SQ
-> Behaviors to pick from:
Attack.Bow (212.434)(*), Engage.Ranged (50), 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)
Attack.Bow (212.434)(*), Engage.Ranged (50), 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)
16:51:40
SQ
-> Behavior picked: Attack.Bow (212.434)
16:51:40
SQ
* Bandit Marksman: Using Quick Shot against Militia!
16:51:40
SQ
Bandit Marksman uses skill Quick Shot
16:51:40
SQ
-> Behaviors to pick from:
Attack.Bow (222.757)(*), Engage.Ranged (80)(*), 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)
Attack.Bow (222.757)(*), Engage.Ranged (80)(*), 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)
16:51:40
SQ
-> Behavior picked: Attack.Bow (222.757)
16:51:40
SQ
* Bandit Marksman: Using Quick Shot against Militia!
16:51:40
SQ
Bandit Marksman uses skill Quick Shot
16:51:41
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), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (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), Engage.Ranged (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.Bow (0)
16:51:41
SQ
-> Behavior picked: Idle (1)
16:51:41
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:51:41
SQ
* ---------------------------------------------------
16:51:41
SQ
Turn started for Militia Marksman
16:51:41
SQ
*
16:51:41
SQ
* Militia Marksman: Starting turn.
16:51:42
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:51:42
SQ
-> Behaviors to pick from:
Attack.Bow (35.9587)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Defend (0), Engage.Ranged (0), Flee (0)
Attack.Bow (35.9587)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Retreat (0), Engage.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Defend (0), Engage.Ranged (0), Flee (0)
16:51:42
SQ
-> Behavior picked: Attack.Bow (35.9587)
16:51:42
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:51:42
SQ
Militia Marksman uses skill Aimed Shot
16:51:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Defend (0), Engage.Ranged (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Roam (0), BreakFree (0), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Defend (0), Engage.Ranged (0), Flee (0), Attack.Bow (0)
16:51:44
SQ
-> Behavior picked: Idle (1)
16:51:44
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:51:44
SQ
* ---------------------------------------------------
16:51:45
SQ
Turn started for Militia
16:51:45
SQ
*
16:51:45
SQ
* Militia: Starting turn.
16:51:46
SQ
-> Behaviors to pick from:
Attack.Default (55.738)(*), Idle (1), Defend.Knockback (0), Attack.Split (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Attack.SplitShield (0), Defend (0), BreakFree (0), Attack.Swing (0), Roam (0), Defend.Shieldwall (0), Defend.Spearwall (0)
Attack.Default (55.738)(*), Idle (1), Defend.Knockback (0), Attack.Split (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Attack.SplitShield (0), Defend (0), BreakFree (0), Attack.Swing (0), Roam (0), Defend.Shieldwall (0), Defend.Spearwall (0)
16:51:46
SQ
-> Behavior picked: Attack.Default (55.738)
16:51:46
SQ
* Militia: Using Cleave against Bandit Raider!
16:51:46
SQ
Militia uses skill Cleave
16:51:46
SQ
-> Behaviors to pick from:
Attack.Default (55.2811)(*), Idle (1), SwitchTo.Ranged (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0)
Attack.Default (55.2811)(*), Idle (1), SwitchTo.Ranged (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Defend (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0)
16:51:46
SQ
-> Behavior picked: Attack.Default (55.2811)
16:51:46
SQ
* Militia: Using Cleave against Bandit Raider!
16:51:46
SQ
Militia uses skill Cleave
16:51:46
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Defend (0), Defend.Knockback (0), Attack.SplitShield (0), Attack.KnockOut (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Retreat (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.Split (0), Attack.Default (0)
16:51:46
SQ
-> Behavior picked: Idle (1)
16:51:46
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:51:46
SQ
* ---------------------------------------------------
16:51:47
SQ
Turn started for Militia
16:51:47
SQ
*
16:51:47
SQ
* Militia: Starting turn.
16:51:48
SQ
-> Behaviors to pick from:
Defend.Knockback (37.892)(*), Attack.Default (37.8174)(*), Engage.Melee (7.5625), Idle (1), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Retreat (0), Flee (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0)
Defend.Knockback (37.892)(*), Attack.Default (37.8174)(*), Engage.Melee (7.5625), Idle (1), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Retreat (0), Flee (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0)
16:51:48
SQ
-> Behavior picked: Attack.Default (37.8174)
16:51:48
SQ
* Militia: Using Cleave against Bandit Raider!
16:51:48
SQ
Militia uses skill Cleave
16:51:48
SQ
-> Behaviors to pick from:
Attack.Default (37.499)(*), Engage.Melee (7.5625), Idle (1), Defend.Shieldwall (0), Attack.Split (0), SwitchTo.Ranged (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Knockback (0)
Attack.Default (37.499)(*), Engage.Melee (7.5625), Idle (1), Defend.Shieldwall (0), Attack.Split (0), SwitchTo.Ranged (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.SplitShield (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Knockback (0)
16:51:48
SQ
-> Behavior picked: Attack.Default (37.499)
16:51:48
SQ
* Militia: Using Cleave against Bandit Raider!
16:51:48
SQ
Militia uses skill Cleave
16:51:49
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Melee (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Attack.Split (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend (0), Flee (0), Engage.Melee (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Default (0)
16:51:49
SQ
-> Behavior picked: Idle (1)
16:51:49
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:51:49
SQ
* ---------------------------------------------------
16:51:49
SQ
Turn started for Militia
16:51:49
SQ
*
16:51:49
SQ
* Militia: Starting turn.
16:51:50
SQ
-> Behaviors to pick from:
Engage.Melee (119.008)(*), Idle (1), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0)
Engage.Melee (119.008)(*), Idle (1), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0)
16:51:50
SQ
-> Behavior picked: Engage.Melee (119.008)
16:51:50
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:51:50
SQ
* Militia: Reached engage destination
16:51:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0)
Idle (1)(*), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0)
16:51:51
SQ
-> Behavior picked: Idle (1)
16:51:51
SQ
* Militia: Ending Turn with 3 of 9 AP left.
16:51:51
SQ
* ---------------------------------------------------
16:51:51
SQ
Turn started for Militia
16:51:51
SQ
*
16:51:51
SQ
* Militia: Starting turn.
16:51:52
SQ
-> Behaviors to pick from:
Engage.Melee (150)(*), Idle (1), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0)
Engage.Melee (150)(*), Idle (1), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0)
16:51:52
SQ
-> Behavior picked: Engage.Melee (150)
16:51:52
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:51:53
SQ
* Militia: Reached engage destination
16:51:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0)
Idle (1)(*), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), Defend.Spearwall (0), Defend.Knockback (0), Defend (0), Retreat (0), Attack.Default (0), Flee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0)
16:51:53
SQ
-> Behavior picked: Idle (1)
16:51:53
SQ
* Militia: Ending Turn with 3 of 9 AP left.
16:51:53
SQ
* ---------------------------------------------------
16:51:54
SQ
Turn started for Militia Marksman
16:51:54
SQ
*
16:51:54
SQ
* Militia Marksman: Starting turn.
16:51:55
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:51:55
SQ
-> Behaviors to pick from:
Attack.Bow (133.012)(*), Idle (1), Retreat (0), Roam (0), Reload (0), Attack.Default (0), Engage.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0)
Attack.Bow (133.012)(*), Idle (1), Retreat (0), Roam (0), Reload (0), Attack.Default (0), Engage.Ranged (0), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0)
16:51:55
SQ
-> Behavior picked: Attack.Bow (133.012)
16:51:55
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:51:55
SQ
Militia Marksman uses skill Aimed Shot
16:51:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Engage.Ranged (0), Reload (0), Attack.Default (0), Flee (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Engage.Ranged (0), Reload (0), Attack.Default (0), Flee (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), BreakFree (0), Attack.Bow (0)
16:51:57
SQ
-> Behavior picked: Idle (1)
16:51:57
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:51:57
SQ
* ---------------------------------------------------
16:51:57
SQ
Turn started for Militia
16:51:57
SQ
*
16:51:57
SQ
* Militia: Starting turn.
16:51:58
SQ
-> Behaviors to pick from:
Attack.Default (51.2336)(*), Idle (1), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Flee (0), Roam (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Decapitate (0)
Attack.Default (51.2336)(*), Idle (1), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), Defend.Spearwall (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Flee (0), Roam (0), Attack.Swing (0), Attack.Split (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Decapitate (0)
16:51:58
SQ
-> Behavior picked: Attack.Default (51.2336)
16:51:58
SQ
* Militia: Using Bash against Bandit Raider!
16:51:58
SQ
Militia uses skill Bash
16:51:58
SQ
-> Behaviors to pick from:
Attack.Default (50.6203)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Retreat (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.CrushArmor (0)
Attack.Default (50.6203)(*), Idle (1), Defend (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Flee (0), Roam (0), Defend.Knockback (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Retreat (0), Attack.Swing (0), Attack.Split (0), Defend.Spearwall (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.CrushArmor (0)
16:51:58
SQ
-> Behavior picked: Attack.Default (50.6203)
16:51:58
SQ
* Militia: Using Bash against Bandit Raider!
16:51:58
SQ
Militia uses skill Bash
16:51:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Roam (0), SwitchTo.Melee (0), Flee (0), Defend.Spearwall (0), Engage.Melee (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Retreat (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.Default (0)
Idle (1)(*), Defend (0), Roam (0), SwitchTo.Melee (0), Flee (0), Defend.Spearwall (0), Engage.Melee (0), Attack.KnockOut (0), Attack.SplitShield (0), BreakFree (0), Retreat (0), Attack.Swing (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.Default (0)
16:51:59
SQ
-> Behavior picked: Idle (1)
16:51:59
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:51:59
SQ
* ---------------------------------------------------
16:51:59
SQ
Turn started for Bandit Raider
16:51:59
SQ
*
16:51:59
SQ
* Bandit Raider: Starting turn.
16:52:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), Attack.CrushArmor (0)
Idle (1)(*), Defend.Riposte (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), Attack.CrushArmor (0)
16:52:00
SQ
-> Behavior picked: Idle (1)
16:52:00
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
16:52:00
SQ
* ---------------------------------------------------
16:52:00
SQ
Skill [Stunned] removed from [Bandit Raider].
16:52:00
UI
ERROR: Failed to update entity. Reason: Entity id: 87846 not found.
16:52:00
UI
ERROR: Failed to update entity. Reason: Entity id: 87846 not found.
16:52:00
SQ
Turn started for Bandit Raider
16:52:00
SQ
Skill [Shieldwall] removed from [Bandit Raider].
16:52:00
SQ
*
16:52:00
SQ
* Bandit Raider: Starting turn.
16:52:01
SQ
-> Behaviors to pick from:
Attack.Default (309.905)(*), Defend.Shieldwall (71.0942), Attack.KnockOut (52.4211), Idle (1), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0)
Attack.Default (309.905)(*), Defend.Shieldwall (71.0942), Attack.KnockOut (52.4211), Idle (1), BreakFree (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Puncture (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0)
16:52:01
SQ
-> Behavior picked: Attack.Default (309.905)
16:52:01
SQ
* Bandit Raider: Using Bash against Militia!
16:52:01
SQ
Bandit Raider uses skill Bash
16:52:01
SQ
-> Behaviors to pick from:
Attack.Default (307.82)(*), Defend.Shieldwall (69.699), Attack.KnockOut (50.8571), Idle (1), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0)
Attack.Default (307.82)(*), Defend.Shieldwall (69.699), Attack.KnockOut (50.8571), Idle (1), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0)
16:52:02
SQ
-> Behavior picked: Attack.Default (307.82)
16:52:02
SQ
* Bandit Raider: Using Bash against Militia!
16:52:02
SQ
Bandit Raider uses skill Bash
16:52:02
SQ
Militia has died.
16:52:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Riposte (0), BreakFree (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Riposte (0), BreakFree (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Flee (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Default (0)
16:52:02
SQ
-> Behavior picked: Idle (1)
16:52:02
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:52:02
SQ
* ---------------------------------------------------
16:52:02
SQ
INFO: Next round issued: 4
16:52:02
UI
ERROR: Failed to update entity. Reason: Entity id: 87845 not found.
16:52:02
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:52:02
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:52:03
SQ
Turn started for Sigurd
16:52:09
SQ
Turn started for Wolf
16:52:16
SQ
Turn started for Arnulf
16:52:22
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:52:22
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:52:22
SQ
Turn started for Gerulf
16:52:29
SQ
Turn started for Wendel
16:52:47
SQ
Turn started for Asbjorn
16:52:53
SQ
Turn started for Militia Marksman
16:52:53
SQ
*
16:52:53
SQ
* Militia Marksman: Starting turn.
16:52:54
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:52:54
SQ
-> Behaviors to pick from:
Attack.Bow (39.9499)(*), Idle (1), Engage.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0), Reload (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Roam (0)
Attack.Bow (39.9499)(*), Idle (1), Engage.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Attack.Puncture (0), Reload (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Roam (0)
16:52:54
SQ
-> Behavior picked: Attack.Bow (39.9499)
16:52:55
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:52:55
SQ
Militia Marksman uses skill Aimed Shot
16:52:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Roam (0), Attack.Bow (0)
Idle (1)(*), Engage.Melee (0), SwitchTo.Melee (0), BreakFree (0), Flee (0), Attack.Puncture (0), SwitchTo.Ranged (0), Reload (0), Defend (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Roam (0), Attack.Bow (0)
16:52:58
SQ
-> Behavior picked: Idle (1)
16:52:58
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:52:58
SQ
* ---------------------------------------------------
16:52:59
SQ
Turn started for Militia Marksman
16:52:59
SQ
*
16:52:59
SQ
* Militia Marksman: Starting turn.
16:53:00
SQ
* Militia Marksman: Considering improving position since a clearly better one is right next to me..
16:53:00
Resource
Loading: music/bandits_02.ogg
16:53:00
SQ
-> Behaviors to pick from:
Engage.Ranged (75)(*), Attack.Bow (28.747)(*), Idle (1), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Defend (0), Retreat (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0), Reload (0), Attack.Puncture (0)
Engage.Ranged (75)(*), Attack.Bow (28.747)(*), Idle (1), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Defend (0), Retreat (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0), Reload (0), Attack.Puncture (0)
16:53:00
SQ
-> Behavior picked: Engage.Ranged (75)
16:53:00
SQ
* Militia Marksman: Engaging into firing range over 1 tiles at Bandit Raider (not visible)
16:53:02
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (22.3981)(*), Idle (1), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Default (0), Reload (0), Roam (0), Flee (0), BreakFree (0), Attack.Puncture (0), Defend (0), Retreat (0), SwitchTo.Melee (0)
Engage.Ranged (80)(*), Attack.Bow (22.3981)(*), Idle (1), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Default (0), Reload (0), Roam (0), Flee (0), BreakFree (0), Attack.Puncture (0), Defend (0), Retreat (0), SwitchTo.Melee (0)
16:53:02
SQ
-> Behavior picked: Attack.Bow (22.3981)
16:53:03
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:53:03
SQ
Militia Marksman uses skill Quick Shot
16:53:03
Resource
Unloading: music/bandits_01.ogg
16:53:06
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Idle (1), Engage.Melee (0), Defend (0), Attack.Default (0), Reload (0), Roam (0), Flee (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Attack.Bow (0)
Engage.Ranged (80)(*), Idle (1), Engage.Melee (0), Defend (0), Attack.Default (0), Reload (0), Roam (0), Flee (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Attack.Bow (0)
16:53:06
SQ
-> Behavior picked: Engage.Ranged (80)
16:53:06
SQ
* Militia Marksman: Engaging into firing range over 1 tiles at Bandit Raider (visible)
16:53:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), Attack.Default (0), Reload (0), Flee (0), Defend (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Ranged (0)
Idle (1)(*), Engage.Melee (0), Roam (0), Attack.Default (0), Reload (0), Flee (0), Defend (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Attack.Bow (0), Engage.Ranged (0)
16:53:07
SQ
-> Behavior picked: Idle (1)
16:53:07
SQ
* Militia Marksman: Ending Turn with 0 of 9 AP left.
16:53:07
SQ
* ---------------------------------------------------
16:53:07
SQ
Turn started for Bandit Raider
16:53:07
SQ
*
16:53:07
SQ
* Bandit Raider: Starting turn.
16:53:09
SQ
-> Behaviors to pick from:
Engage.Melee (106.544)(*), 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), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.Default (0), Defend.Riposte (0)
Engage.Melee (106.544)(*), 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), Attack.KnockOut (0), Attack.Split (0), Defend (0), Attack.Default (0), Defend.Riposte (0)
16:53:09
SQ
-> Behavior picked: Engage.Melee (106.544)
16:53:09
SQ
* Bandit Raider: Engaging to melee range with Militia (visible), accepted_distance=0
16:53:10
SQ
* Bandit Raider: Reached engage destination
16:53:10
SQ
-> Behaviors to pick from:
Attack.Default (94.84)(*), 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), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Rotation (0), Defend.Riposte (0), Engage.Melee (0)
Attack.Default (94.84)(*), 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), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Rotation (0), Defend.Riposte (0), Engage.Melee (0)
16:53:10
SQ
-> Behavior picked: Attack.Default (94.84)
16:53:11
SQ
* Bandit Raider: Using Flail against Militia!
16:53:11
SQ
Bandit Raider uses skill Flail
16:53:11
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), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Rotation (0), Defend.Riposte (0), Engage.Melee (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), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Rotation (0), Defend.Riposte (0), Engage.Melee (0), Attack.Default (0)
16:53:11
SQ
-> Behavior picked: Idle (1)
16:53:11
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
16:53:11
SQ
* ---------------------------------------------------
16:53:12
SQ
Turn started for Reinhold
16:53:18
SQ
Turn started for Militia
16:53:18
SQ
*
16:53:18
SQ
* Militia: Starting turn.
16:53:19
SQ
-> Behaviors to pick from:
Attack.Default (30.4059)(*), Attack.KnockOut (12.1783)(*), Idle (1), SwitchTo.Melee (0), Defend.Spearwall (0), Retreat (0), Roam (0), Defend (0), Flee (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0)
Attack.Default (30.4059)(*), Attack.KnockOut (12.1783)(*), Idle (1), SwitchTo.Melee (0), Defend.Spearwall (0), Retreat (0), Roam (0), Defend (0), Flee (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0)
16:53:19
SQ
-> Behavior picked: Attack.Default (30.4059)
16:53:19
SQ
* Militia: Using Bash against Bandit Raider!
16:53:19
SQ
Militia uses skill Bash
16:53:20
SQ
-> Behaviors to pick from:
Attack.Default (30.1499)(*), Attack.KnockOut (11.84)(*), Idle (1), Defend.Spearwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.Swing (0), Flee (0), BreakFree (0), Attack.CrushArmor (0), Engage.Melee (0), Roam (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Melee (0)
Attack.Default (30.1499)(*), Attack.KnockOut (11.84)(*), Idle (1), Defend.Spearwall (0), SwitchTo.Ranged (0), Retreat (0), Attack.Swing (0), Flee (0), BreakFree (0), Attack.CrushArmor (0), Engage.Melee (0), Roam (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Melee (0)
16:53:20
SQ
-> Behavior picked: Attack.Default (30.1499)
16:53:20
SQ
* Militia: Using Bash against Bandit Raider!
16:53:20
SQ
Militia uses skill Bash
16:53:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Swing (0), SwitchTo.Ranged (0), Roam (0), Flee (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.Swing (0), SwitchTo.Ranged (0), Roam (0), Flee (0), Defend.Spearwall (0), BreakFree (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Melee (0), Attack.Default (0)
16:53:21
SQ
-> Behavior picked: Idle (1)
16:53:21
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:53:21
SQ
* ---------------------------------------------------
16:53:21
SQ
Turn started for Militia
16:53:21
SQ
*
16:53:21
SQ
* Militia: Starting turn.
16:53:22
SQ
-> Behaviors to pick from:
Attack.Default (57.3589)(*), Attack.SplitShield (51.2164)(*), Idle (1), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Flee (0), Defend.Knockback (0), Defend (0), Retreat (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0)
Attack.Default (57.3589)(*), Attack.SplitShield (51.2164)(*), Idle (1), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Flee (0), Defend.Knockback (0), Defend (0), Retreat (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0)
16:53:22
SQ
-> Behavior picked: Attack.Default (57.3589)
16:53:22
SQ
* Militia: Using Chop against Bandit Raider!
16:53:22
SQ
Militia uses skill Chop
16:53:23
SQ
-> Behaviors to pick from:
Attack.Default (56.8489)(*), Attack.SplitShield (51.0084)(*), Idle (1), Attack.CrushArmor (0), Roam (0), Attack.Split (0), SwitchTo.Ranged (0), Defend (0), Retreat (0), BreakFree (0), Attack.Swing (0), Flee (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), SwitchTo.Melee (0)
Attack.Default (56.8489)(*), Attack.SplitShield (51.0084)(*), Idle (1), Attack.CrushArmor (0), Roam (0), Attack.Split (0), SwitchTo.Ranged (0), Defend (0), Retreat (0), BreakFree (0), Attack.Swing (0), Flee (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), SwitchTo.Melee (0)
16:53:23
SQ
-> Behavior picked: Attack.Default (56.8489)
16:53:23
SQ
* Militia: Using Chop against Bandit Raider!
16:53:23
SQ
Militia uses skill Chop
16:53:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), SwitchTo.Ranged (0), Roam (0), Flee (0), Defend (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), SwitchTo.Ranged (0), Roam (0), Flee (0), Defend (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.Default (0)
16:53:24
SQ
-> Behavior picked: Idle (1)
16:53:24
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:53:24
SQ
* ---------------------------------------------------
16:53:24
SQ
Turn started for Militia
16:53:24
SQ
*
16:53:24
SQ
* Militia: Starting turn.
16:53:25
SQ
-> Behaviors to pick from:
Attack.SplitShield (61.4596)(*), Attack.Default (42.3112)(*), Idle (1), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Flee (0), Defend.Knockback (0), Defend (0), Retreat (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0)
Attack.SplitShield (61.4596)(*), Attack.Default (42.3112)(*), Idle (1), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Split (0), Flee (0), Defend.Knockback (0), Defend (0), Retreat (0), BreakFree (0), Roam (0), SwitchTo.Ranged (0), Attack.Swing (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0)
16:53:25
SQ
-> Behavior picked: Attack.SplitShield (61.4596)
16:53:25
SQ
* Militia: Using Split Shield against Bandit Raider!
16:53:25
SQ
Militia uses skill Split Shield
16:53:26
SQ
-> Behaviors to pick from:
Attack.SplitShield (70.2281)(*), Attack.Default (41.666)(*), Idle (1), Attack.CrushArmor (0), Roam (0), Attack.Split (0), SwitchTo.Ranged (0), Defend (0), Retreat (0), BreakFree (0), Attack.Swing (0), Flee (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), SwitchTo.Melee (0)
Attack.SplitShield (70.2281)(*), Attack.Default (41.666)(*), Idle (1), Attack.CrushArmor (0), Roam (0), Attack.Split (0), SwitchTo.Ranged (0), Defend (0), Retreat (0), BreakFree (0), Attack.Swing (0), Flee (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), SwitchTo.Melee (0)
16:53:26
SQ
-> Behavior picked: Attack.SplitShield (70.2281)
16:53:26
SQ
* Militia: Using Split Shield against Bandit Raider!
16:53:26
SQ
Militia uses skill Split Shield
16:53:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), SwitchTo.Ranged (0), Roam (0), Flee (0), Defend (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), Attack.Default (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0)
Idle (1)(*), Attack.Split (0), SwitchTo.Ranged (0), Roam (0), Flee (0), Defend (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Attack.Swing (0), Attack.Default (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Engage.Melee (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0)
16:53:27
SQ
-> Behavior picked: Idle (1)
16:53:27
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:53:27
SQ
* ---------------------------------------------------
16:53:27
SQ
Turn started for Militia Marksman
16:53:27
SQ
*
16:53:27
SQ
* Militia Marksman: Starting turn.
16:53:28
SQ
-> Behaviors to pick from:
Attack.Bow (61.7006)(*), Idle (1), Retreat (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Reload (0), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), Engage.Melee (0)
Attack.Bow (61.7006)(*), Idle (1), Retreat (0), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Defend (0), Reload (0), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), Engage.Melee (0)
16:53:28
SQ
-> Behavior picked: Attack.Bow (61.7006)
16:53:29
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:53:29
SQ
Militia Marksman uses skill Aimed Shot
16:53:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), BreakFree (0), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), BreakFree (0), Engage.Ranged (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), Engage.Melee (0), Attack.Bow (0)
16:53:32
SQ
-> Behavior picked: Idle (1)
16:53:32
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:53:32
SQ
* ---------------------------------------------------
16:53:33
SQ
Turn started for Bandit Raider
16:53:33
SQ
*
16:53:33
SQ
* Bandit Raider: Starting turn.
16:53:34
SQ
-> Behaviors to pick from:
Defend.Riposte (142.573)(*), Defend.Shieldwall (139.49)(*), Attack.Default (104)(*), Idle (1), Defend.Knockback (0), Attack.Decapitate (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Retreat (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0)
Defend.Riposte (142.573)(*), Defend.Shieldwall (139.49)(*), Attack.Default (104)(*), Idle (1), Defend.Knockback (0), Attack.Decapitate (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Defend.Spearwall (0), Flee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Retreat (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0)
16:53:34
SQ
-> Behavior picked: Defend.Riposte (142.573)
16:53:34
SQ
* Bandit Raider: Using Riposte!
16:53:34
SQ
Bandit Raider uses skill Riposte
16:53:35
SQ
-> Behaviors to pick from:
Defend.Shieldwall (135.125)(*), Attack.Default (103.724)(*), Idle (1), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Rotation (0), Roam (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Riposte (0)
Defend.Shieldwall (135.125)(*), Attack.Default (103.724)(*), Idle (1), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Rotation (0), Roam (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Riposte (0)
16:53:35
SQ
-> Behavior picked: Defend.Shieldwall (135.125)
16:53:35
SQ
* Bandit Raider: Using Shieldwall!
16:53:35
SQ
Bandit Raider uses skill Shieldwall
16:53:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Defend.Rotation (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), Attack.Default (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.Decapitate (0), Defend.Rotation (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), Attack.Default (0), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Shieldwall (0)
16:53:36
SQ
-> Behavior picked: Idle (1)
16:53:36
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:53:36
SQ
* ---------------------------------------------------
16:53:36
SQ
Turn started for Militia Marksman
16:53:36
SQ
*
16:53:36
SQ
* Militia Marksman: Starting turn.
16:53:37
SQ
-> Behaviors to pick from:
Attack.Bow (11.7194)(*), Idle (1), Engage.Ranged (0), Flee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0)
Attack.Bow (11.7194)(*), Idle (1), Engage.Ranged (0), Flee (0), Attack.Puncture (0), Attack.Default (0), Roam (0), Retreat (0), Reload (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0)
16:53:37
SQ
-> Behavior picked: Attack.Bow (11.7194)
16:53:37
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:53:37
SQ
Militia Marksman uses skill Aimed Shot
16:53:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), Roam (0), Attack.Puncture (0), Attack.Default (0), Retreat (0), Flee (0), Reload (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0), Attack.Bow (0)
Idle (1)(*), Engage.Ranged (0), Roam (0), Attack.Puncture (0), Attack.Default (0), Retreat (0), Flee (0), Reload (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), SwitchTo.Melee (0), Attack.Bow (0)
16:53:39
SQ
-> Behavior picked: Idle (1)
16:53:39
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:53:39
SQ
* ---------------------------------------------------
16:53:40
SQ
Turn started for Bandit Marksman
16:53:40
SQ
*
16:53:40
SQ
* Bandit Marksman: Starting turn.
16:53:41
SQ
-> Behaviors to pick from:
Attack.Bow (255.481)(*), Idle (1), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Roam (0), Defend (0), Engage.Ranged (0), Flee (0), Attack.Default (0), BreakFree (0), Reload (0), Defend.Rotation (0)
Attack.Bow (255.481)(*), Idle (1), Retreat (0), Attack.Puncture (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Engage.Melee (0), Roam (0), Defend (0), Engage.Ranged (0), Flee (0), Attack.Default (0), BreakFree (0), Reload (0), Defend.Rotation (0)
16:53:41
SQ
-> Behavior picked: Attack.Bow (255.481)
16:53:42
SQ
* Bandit Marksman: Using Aimed Shot against Militia!
16:53:42
SQ
Bandit Marksman uses skill Aimed Shot
16:53:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Rotation (0), Roam (0), Defend (0), Engage.Ranged (0), Flee (0), Attack.Default (0), BreakFree (0), Reload (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Defend.Rotation (0), Roam (0), Defend (0), Engage.Ranged (0), Flee (0), Attack.Default (0), BreakFree (0), Reload (0), Attack.Puncture (0), Attack.Bow (0)
16:53:45
SQ
-> Behavior picked: Idle (1)
16:53:45
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:53:45
SQ
* ---------------------------------------------------
16:53:46
SQ
Turn started for Militia
16:53:46
SQ
*
16:53:46
SQ
* Militia: Starting turn.
16:53:47
SQ
-> Behaviors to pick from:
Attack.Default (49.2904)(*), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Attack.Swing (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Ranged (0)
Attack.Default (49.2904)(*), Idle (1), Attack.SplitShield (0), Attack.KnockOut (0), Defend (0), Attack.Swing (0), Engage.Melee (0), Attack.Decapitate (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Ranged (0)
16:53:47
SQ
-> Behavior picked: Attack.Default (49.2904)
16:53:47
SQ
* Militia: Using Cleave against Bandit Raider!
16:53:47
SQ
Militia uses skill Cleave
16:53:47
SQ
-> Behaviors to pick from:
Attack.Default (48.6392)(*), Idle (1), Defend (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.KnockOut (0)
Attack.Default (48.6392)(*), Idle (1), Defend (0), Attack.Swing (0), Attack.SplitShield (0), Retreat (0), Defend.Shieldwall (0), Flee (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.KnockOut (0)
16:53:47
SQ
-> Behavior picked: Attack.Default (48.6392)
16:53:48
SQ
* Militia: Using Cleave against Bandit Raider!
16:53:48
SQ
Militia uses skill Cleave
16:53:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0)
Idle (1)(*), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Retreat (0), Attack.Decapitate (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Attack.Swing (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0)
16:53:48
SQ
-> Behavior picked: Idle (1)
16:53:48
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:53:48
SQ
* ---------------------------------------------------
16:53:49
SQ
Turn started for Militia
16:53:49
SQ
*
16:53:49
SQ
* Militia: Starting turn.
16:53:50
SQ
-> Behaviors to pick from:
Attack.Default (51.788)(*), Idle (1), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), Roam (0), BreakFree (0), Defend (0), Flee (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Ranged (0)
Attack.Default (51.788)(*), Idle (1), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), Roam (0), BreakFree (0), Defend (0), Flee (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Ranged (0)
16:53:50
SQ
-> Behavior picked: Attack.Default (51.788)
16:53:50
SQ
* Militia: Using Cleave against Bandit Raider!
16:53:50
SQ
Militia uses skill Cleave
16:53:50
SQ
-> Behaviors to pick from:
Attack.Default (51.1875)(*), Idle (1), Retreat (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Spearwall (0)
Attack.Default (51.1875)(*), Idle (1), Retreat (0), Roam (0), Attack.SplitShield (0), Attack.Swing (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Defend.Knockback (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Spearwall (0)
16:53:50
SQ
-> Behavior picked: Attack.Default (51.1875)
16:53:51
SQ
* Militia: Using Cleave against Bandit Raider!
16:53:51
SQ
Militia uses skill Cleave
16:53:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Roam (0), Attack.Split (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0)
16:53:51
SQ
-> Behavior picked: Idle (1)
16:53:51
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:53:51
SQ
* ---------------------------------------------------
16:53:51
SQ
Turn started for Bandit Raider
16:53:51
SQ
*
16:53:51
SQ
* Bandit Raider: Starting turn.
16:53:52
SQ
-> Behaviors to pick from:
Attack.Default (312.102)(*), Attack.SplitShield (32.4257), Idle (1), Defend.Spearwall (0), Attack.KnockOut (0), Roam (0), Attack.Swing (0), Defend (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Riposte (0)
Attack.Default (312.102)(*), Attack.SplitShield (32.4257), Idle (1), Defend.Spearwall (0), Attack.KnockOut (0), Roam (0), Attack.Swing (0), Defend (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Melee (0), Attack.Split (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Riposte (0)
16:53:52
SQ
-> Behavior picked: Attack.Default (312.102)
16:53:52
SQ
* Bandit Raider: Using Chop against Militia!
16:53:52
SQ
Bandit Raider uses skill Chop
16:53:53
SQ
-> Behaviors to pick from:
Attack.Default (309.731)(*), Attack.SplitShield (31.8848), Idle (1), Attack.KnockOut (0), Defend.Rotation (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Attack.Split (0), Attack.Swing (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0)
Attack.Default (309.731)(*), Attack.SplitShield (31.8848), Idle (1), Attack.KnockOut (0), Defend.Rotation (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), Retreat (0), Defend.Knockback (0), Attack.Split (0), Attack.Swing (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0)
16:53:53
SQ
-> Behavior picked: Attack.Default (309.731)
16:53:53
SQ
* Bandit Raider: Using Chop against Militia!
16:53:53
SQ
Bandit Raider uses skill Chop
16:53:53
SQ
Militia has died.
16:53:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Swing (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), Roam (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Swing (0), BreakFree (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Flee (0), Defend (0), Engage.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.Default (0)
16:53:54
SQ
-> Behavior picked: Idle (1)
16:53:54
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:53:54
SQ
* ---------------------------------------------------
16:53:54
UI
ERROR: Failed to update entity. Reason: Entity id: 87846 not found.
16:53:54
SQ
Turn started for Militia Marksman
16:53:54
SQ
*
16:53:54
SQ
* Militia Marksman: Starting turn.
16:53:55
SQ
* Militia Marksman: My position is great, no need to improve it
16:53:55
SQ
-> Behaviors to pick from:
Attack.Bow (73.231)(*), Idle (1), Attack.Default (0), Flee (0), Engage.Ranged (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Reload (0), Retreat (0)
Attack.Bow (73.231)(*), Idle (1), Attack.Default (0), Flee (0), Engage.Ranged (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Reload (0), Retreat (0)
16:53:55
SQ
-> Behavior picked: Attack.Bow (73.231)
16:53:55
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:53:55
SQ
Militia Marksman uses skill Quick Shot
16:53:56
SQ
* Militia Marksman: My position is great, no need to improve it
16:53:56
SQ
-> Behaviors to pick from:
Attack.Bow (61.5639)(*), Idle (1), Engage.Ranged (0), BreakFree (0), Attack.Default (0), Reload (0), Retreat (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), Flee (0)
Attack.Bow (61.5639)(*), Idle (1), Engage.Ranged (0), BreakFree (0), Attack.Default (0), Reload (0), Retreat (0), Defend (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), Flee (0)
16:53:56
SQ
-> Behavior picked: Attack.Bow (61.5639)
16:53:56
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:53:56
SQ
Militia Marksman uses skill Quick Shot
16:53:57
SQ
Bandit Raider has died.
16:53:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), Retreat (0), Attack.Default (0), Reload (0), Defend (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Engage.Ranged (0), Retreat (0), Attack.Default (0), Reload (0), Defend (0), BreakFree (0), SwitchTo.Ranged (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), Flee (0), Attack.Bow (0)
16:53:58
SQ
-> Behavior picked: Idle (1)
16:53:58
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:53:58
SQ
* ---------------------------------------------------
16:53:58
SQ
Turn started for Bandit Raider
16:53:58
SQ
*
16:53:58
SQ
* Bandit Raider: Starting turn.
16:53:59
SQ
-> Behaviors to pick from:
Attack.Default (91.2866)(*), Defend.Shieldwall (64.6384)(*), Attack.KnockOut (60.4)(*), Idle (1), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Flee (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0)
Attack.Default (91.2866)(*), Defend.Shieldwall (64.6384)(*), Attack.KnockOut (60.4)(*), Idle (1), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), Flee (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0)
16:53:59
SQ
-> Behavior picked: Attack.KnockOut (60.4)
16:53:59
SQ
* Bandit Raider: Using Knock Out against Militia!
16:53:59
SQ
Bandit Raider uses skill Knock Out
16:54:00
SQ
-> Behaviors to pick from:
Attack.Default (95.2142)(*), Defend.Shieldwall (60.9002)(*), Idle (1), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Roam (0), Flee (0), Defend.Rotation (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0)
Attack.Default (95.2142)(*), Defend.Shieldwall (60.9002)(*), Idle (1), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Puncture (0), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Roam (0), Flee (0), Defend.Rotation (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0)
16:54:00
SQ
-> Behavior picked: Defend.Shieldwall (60.9002)
16:54:00
SQ
* Bandit Raider: Using Shieldwall!
16:54:00
SQ
Bandit Raider uses skill Shieldwall
16:54:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.Puncture (0), Attack.CrushArmor (0), Flee (0), Defend.Knockback (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Riposte (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Attack.Puncture (0), Attack.CrushArmor (0), Flee (0), Defend.Knockback (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Defend.Riposte (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Defend (0), Retreat (0), SwitchTo.Melee (0), Attack.Split (0), Engage.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Attack.Default (0)
16:54:01
SQ
-> Behavior picked: Idle (1)
16:54:01
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:54:01
SQ
* ---------------------------------------------------
16:54:01
SQ
Turn started for Militia
16:54:01
SQ
*
16:54:01
SQ
* Militia: Starting turn.
16:54:02
SQ
-> Behaviors to pick from:
Attack.Default (46.2128)(*), Attack.KnockOut (10.7147), Idle (1), Flee (0), Defend.Spearwall (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), BreakFree (0), Retreat (0), Attack.Swing (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend (0)
Attack.Default (46.2128)(*), Attack.KnockOut (10.7147), Idle (1), Flee (0), Defend.Spearwall (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), BreakFree (0), Retreat (0), Attack.Swing (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend (0)
16:54:02
SQ
-> Behavior picked: Attack.Default (46.2128)
16:54:02
SQ
* Militia: Using Bash against Bandit Raider!
16:54:02
SQ
Militia uses skill Bash
16:54:03
SQ
-> Behaviors to pick from:
Attack.Default (45.3969)(*), Attack.KnockOut (10.0641), Idle (1), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Engage.Melee (0), BreakFree (0), Retreat (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend (0), Flee (0)
Attack.Default (45.3969)(*), Attack.KnockOut (10.0641), Idle (1), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Engage.Melee (0), BreakFree (0), Retreat (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Split (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend (0), Flee (0)
16:54:03
SQ
-> Behavior picked: Attack.Default (45.3969)
16:54:03
SQ
* Militia: Using Bash against Bandit Raider!
16:54:03
SQ
Militia uses skill Bash
16:54:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend (0), Flee (0), Attack.Default (0)
16:54:03
SQ
-> Behavior picked: Idle (1)
16:54:03
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:54:03
SQ
* ---------------------------------------------------
16:54:12
SQ
INFO: Next round issued: 5
16:54:12
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:54:12
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:54:13
SQ
Turn started for Sigurd
16:54:18
SQ
Turn started for Gerulf
16:54:22
SQ
Turn started for Asbjorn
16:54:28
SQ
Turn started for Wolf
16:54:36
SQ
[Wolf] executes skill [Aimed Shot] on target [Bandit Raider]
16:54:36
SQ
Wolf uses skill Aimed Shot
16:54:37
SQ
Bandit Raider has died.
16:54:38
SQ
Turn started for Arnulf
16:54:43
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:54:43
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:54:43
SQ
Turn started for Militia Marksman
16:54:43
SQ
*
16:54:43
SQ
* Militia Marksman: Starting turn.
16:54:44
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (11.8405), Idle (1), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Reload (0), BreakFree (0), Engage.Melee (0)
Engage.Ranged (80)(*), Attack.Bow (11.8405), Idle (1), Flee (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), Defend (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Reload (0), BreakFree (0), Engage.Melee (0)
16:54:44
SQ
-> Behavior picked: Engage.Ranged (80)
16:54:44
SQ
* Militia Marksman: Engaging into firing range over 1 tiles at Bandit Marksman (not visible)
16:54:45
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (12.1086), Idle (1), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Engage.Melee (0), Roam (0), Defend (0), Flee (0)
Engage.Ranged (80)(*), Attack.Bow (12.1086), Idle (1), Attack.Puncture (0), Reload (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Engage.Melee (0), Roam (0), Defend (0), Flee (0)
16:54:45
SQ
-> Behavior picked: Engage.Ranged (80)
16:54:45
SQ
* Militia Marksman: Engaging into firing range over 1 tiles at Bandit Marksman (visible)
16:54:46
SQ
* Militia Marksman: In fact, I would prefer to remain where I am
16:54:47
SQ
-> Behaviors to pick from:
Attack.Bow (12.0545)(*), Idle (1), Reload (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Ranged (0)
Attack.Bow (12.0545)(*), Idle (1), Reload (0), Roam (0), SwitchTo.Melee (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Ranged (0)
16:54:47
SQ
-> Behavior picked: Attack.Bow (12.0545)
16:54:47
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:54:47
SQ
Militia Marksman uses skill Quick Shot
16:54:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Attack.Default (0), Roam (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Ranged (0), Attack.Bow (0)
16:54:50
SQ
-> Behavior picked: Idle (1)
16:54:50
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:54:50
SQ
* ---------------------------------------------------
16:54:50
SQ
Turn started for Militia Marksman
16:54:50
SQ
*
16:54:50
SQ
* Militia Marksman: Starting turn.
16:54:51
SQ
-> Behaviors to pick from:
Attack.Bow (25.6056)(*), Idle (1), Reload (0), Flee (0), Roam (0), Defend (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), Engage.Melee (0)
Attack.Bow (25.6056)(*), Idle (1), Reload (0), Flee (0), Roam (0), Defend (0), BreakFree (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), Engage.Melee (0)
16:54:51
SQ
-> Behavior picked: Attack.Bow (25.6056)
16:54:52
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:54:52
SQ
Militia Marksman uses skill Aimed Shot
16:54:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), Roam (0), Defend (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), Roam (0), Defend (0), Attack.Puncture (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), Engage.Melee (0), Attack.Bow (0)
16:54:55
SQ
-> Behavior picked: Idle (1)
16:54:55
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:54:55
SQ
* ---------------------------------------------------
16:54:56
SQ
Turn started for Reinhold
16:55:07
SQ
Turn started for Wendel
16:55:11
SQ
Turn started for Bandit Marksman
16:55:11
SQ
*
16:55:11
SQ
* Bandit Marksman: Starting turn.
16:55:12
SQ
* Bandit Marksman: Considering improving position..
16:55:12
SQ
-> Behaviors to pick from:
Attack.Bow (227.898)(*), Engage.Ranged (50), Idle (1), SwitchTo.Melee (0), Defend.Rotation (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), Flee (0), Attack.Default (0), BreakFree (0), Roam (0), Defend (0), SwitchTo.Ranged (0), Retreat (0)
Attack.Bow (227.898)(*), Engage.Ranged (50), Idle (1), SwitchTo.Melee (0), Defend.Rotation (0), Engage.Melee (0), Reload (0), Attack.Puncture (0), Flee (0), Attack.Default (0), BreakFree (0), Roam (0), Defend (0), SwitchTo.Ranged (0), Retreat (0)
16:55:12
SQ
-> Behavior picked: Attack.Bow (227.898)
16:55:13
SQ
* Bandit Marksman: Using Aimed Shot against Militia!
16:55:13
SQ
Bandit Marksman uses skill Aimed Shot
16:55:16
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Reload (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Attack.Default (0), BreakFree (0), Engage.Ranged (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), Attack.Bow (0)
Idle (1)(*), Engage.Melee (0), Reload (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Attack.Default (0), BreakFree (0), Engage.Ranged (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), Attack.Bow (0)
16:55:16
SQ
-> Behavior picked: Idle (1)
16:55:16
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
16:55:16
SQ
* ---------------------------------------------------
16:55:17
SQ
Turn started for Militia Marksman
16:55:17
SQ
*
16:55:17
SQ
* Militia Marksman: Starting turn.
16:55:18
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), SwitchTo.Ranged (0), Reload (0), Defend (0), Engage.Melee (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), Retreat (0)
Engage.Ranged (25)(*), Idle (1), SwitchTo.Ranged (0), Reload (0), Defend (0), Engage.Melee (0), Attack.Bow (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.Default (0), Retreat (0)
16:55:18
SQ
-> Behavior picked: Engage.Ranged (25)
16:55:18
SQ
* Militia Marksman: Waiting until others have moved!
16:55:18
SQ
Turn started for Militia
16:55:18
SQ
*
16:55:18
SQ
* Militia: Starting turn.
16:55:20
SQ
-> Behaviors to pick from:
Attack.SplitShield (113.798)(*), Attack.Default (16.58), Idle (1), Flee (0), Defend (0), SwitchTo.Ranged (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Decapitate (0), Engage.Melee (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0)
Attack.SplitShield (113.798)(*), Attack.Default (16.58), Idle (1), Flee (0), Defend (0), SwitchTo.Ranged (0), Attack.KnockOut (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Decapitate (0), Engage.Melee (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0)
16:55:20
SQ
-> Behavior picked: Attack.SplitShield (113.798)
16:55:20
SQ
* Militia: Using Split Shield against Bandit Raider!
16:55:20
SQ
Militia uses skill Split Shield
16:55:20
SQ
-> Behaviors to pick from:
Attack.SplitShield (204.047)(*), Attack.Default (16.2205), Idle (1), Defend (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Flee (0)
Attack.SplitShield (204.047)(*), Attack.Default (16.2205), Idle (1), Defend (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Swing (0), Defend.Knockback (0), Defend.Spearwall (0), Engage.Melee (0), Attack.KnockOut (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Flee (0)
16:55:20
SQ
-> Behavior picked: Attack.SplitShield (204.047)
16:55:21
SQ
* Militia: Using Split Shield against Bandit Raider!
16:55:21
SQ
Militia uses skill Split Shield
16:55:21
SQ
Skill [Shieldwall] removed from [Bandit Raider].
16:55:21
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Default (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Flee (0), Attack.SplitShield (0)
Idle (1)(*), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Default (0), Retreat (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Attack.Split (0), Flee (0), Attack.SplitShield (0)
16:55:21
SQ
-> Behavior picked: Idle (1)
16:55:21
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:55:21
SQ
* ---------------------------------------------------
16:55:21
SQ
Turn started for Militia
16:55:21
SQ
*
16:55:21
SQ
* Militia: Starting turn.
16:55:23
SQ
-> Behaviors to pick from:
Attack.KnockOut (23.4866)(*), Attack.Default (19.0978)(*), Idle (1), Roam (0), Flee (0), Attack.Swing (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0)
Attack.KnockOut (23.4866)(*), Attack.Default (19.0978)(*), Idle (1), Roam (0), Flee (0), Attack.Swing (0), Attack.Decapitate (0), Attack.CrushArmor (0), Engage.Melee (0), Defend (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.Split (0), BreakFree (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0)
16:55:23
SQ
-> Behavior picked: Attack.Default (19.0978)
16:55:23
SQ
* Militia: Using Bash against Bandit Raider!
16:55:23
SQ
Militia uses skill Bash
16:55:23
SQ
-> Behaviors to pick from:
Attack.KnockOut (22.4)(*), Attack.Default (18.8368)(*), Idle (1), Flee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Roam (0)
Attack.KnockOut (22.4)(*), Attack.Default (18.8368)(*), Idle (1), Flee (0), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Attack.Decapitate (0), BreakFree (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Roam (0)
16:55:23
SQ
-> Behavior picked: Attack.KnockOut (22.4)
16:55:24
SQ
* Militia: Using Knock Out against Bandit Raider!
16:55:24
SQ
Militia uses skill Knock Out
16:55:24
SQ
Militia has died.
16:55:25
SQ
Turn started for Militia Marksman
16:55:25
SQ
*
16:55:25
SQ
* Militia Marksman: Starting turn.
16:55:26
SQ
-> Behaviors to pick from:
Attack.Bow (24.926)(*), Idle (1), Attack.Default (0), Retreat (0), Roam (0), SwitchTo.Melee (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), Reload (0), Attack.Puncture (0), Engage.Ranged (0)
Attack.Bow (24.926)(*), Idle (1), Attack.Default (0), Retreat (0), Roam (0), SwitchTo.Melee (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Engage.Melee (0), Defend (0), Reload (0), Attack.Puncture (0), Engage.Ranged (0)
16:55:26
SQ
-> Behavior picked: Attack.Bow (24.926)
16:55:26
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:55:26
SQ
Militia Marksman uses skill Aimed Shot
16:55:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Flee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Engage.Melee (0), Defend (0), Reload (0), Attack.Puncture (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Attack.Default (0), Flee (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Engage.Melee (0), Defend (0), Reload (0), Attack.Puncture (0), Engage.Ranged (0), Attack.Bow (0)
16:55:30
SQ
-> Behavior picked: Idle (1)
16:55:30
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:55:30
SQ
* ---------------------------------------------------
16:55:30
SQ
Turn started for Militia
16:55:30
SQ
*
16:55:30
SQ
* Militia: Starting turn.
16:55:32
SQ
-> Behaviors to pick from:
Attack.Default (24.7305)(*), Idle (1), Flee (0), Defend (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Retreat (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Split (0)
Attack.Default (24.7305)(*), Idle (1), Flee (0), Defend (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Engage.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Knockback (0), Retreat (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Split (0)
16:55:32
SQ
-> Behavior picked: Attack.Default (24.7305)
16:55:32
SQ
* Militia: Using Chop against Bandit Raider!
16:55:32
SQ
Militia uses skill Chop
16:55:32
SQ
-> Behaviors to pick from:
Attack.Default (28.4879)(*), Idle (1), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), Defend.Knockback (0), Retreat (0), Attack.Swing (0), Engage.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Split (0), Defend (0)
Attack.Default (28.4879)(*), Idle (1), SwitchTo.Ranged (0), Attack.CrushArmor (0), Flee (0), Defend.Knockback (0), Retreat (0), Attack.Swing (0), Engage.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.Split (0), Defend (0)
16:55:32
SQ
-> Behavior picked: Attack.Default (28.4879)
16:55:33
SQ
* Militia: Using Chop against Bandit Raider!
16:55:33
SQ
Militia uses skill Chop
16:55:33
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Flee (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Flee (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.Split (0), Defend (0), Attack.Default (0)
16:55:33
SQ
-> Behavior picked: Idle (1)
16:55:33
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:55:33
SQ
* ---------------------------------------------------
16:55:33
SQ
Turn started for Bandit Raider
16:55:33
SQ
Skill [Riposte] removed from [Bandit Raider].
16:55:33
SQ
*
16:55:33
SQ
* Bandit Raider: Starting turn.
16:55:34
SQ
-> Behaviors to pick from:
Defend.Riposte (199.411)(*), Attack.Default (99.299)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Retreat (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), BreakFree (0), Defend.Knockback (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
Defend.Riposte (199.411)(*), Attack.Default (99.299)(*), Idle (1), SwitchTo.Melee (0), Roam (0), Defend.Rotation (0), Retreat (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), BreakFree (0), Defend.Knockback (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
16:55:34
SQ
-> Behavior picked: Defend.Riposte (199.411)
16:55:34
SQ
* Bandit Raider: Using Riposte!
16:55:34
SQ
Bandit Raider uses skill Riposte
16:55:35
SQ
-> Behaviors to pick from:
Attack.Default (98.6966)(*), Idle (1), Roam (0), BreakFree (0), Defend.Rotation (0), Retreat (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Knockback (0), Defend (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Riposte (0)
Attack.Default (98.6966)(*), Idle (1), Roam (0), BreakFree (0), Defend.Rotation (0), Retreat (0), Attack.KnockOut (0), Attack.Swing (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Knockback (0), Defend (0), Flee (0), SwitchTo.Melee (0), Engage.Melee (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Riposte (0)
16:55:35
SQ
-> Behavior picked: Attack.Default (98.6966)
16:55:35
SQ
* Bandit Raider: Using Slash against Militia!
16:55:35
SQ
Bandit Raider uses skill Slash
16:55:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.KnockOut (0), Defend.Rotation (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), Roam (0), Attack.KnockOut (0), Defend.Rotation (0), Retreat (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.Swing (0), BreakFree (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0)
16:55:36
SQ
-> Behavior picked: Idle (1)
16:55:36
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:55:36
SQ
* ---------------------------------------------------
16:55:36
UI
ERROR: Failed to update entity. Reason: Entity id: 87844 not found.
16:55:36
SQ
Turn started for Militia Marksman
16:55:36
SQ
*
16:55:36
SQ
* Militia Marksman: Starting turn.
16:55:37
SQ
* Militia Marksman: My position is great, no need to improve it
16:55:37
SQ
-> Behaviors to pick from:
Attack.Bow (34.864)(*), Idle (1), Reload (0), Defend (0), Retreat (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Ranged (0)
Attack.Bow (34.864)(*), Idle (1), Reload (0), Defend (0), Retreat (0), Flee (0), BreakFree (0), Engage.Melee (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Ranged (0)
16:55:37
SQ
-> Behavior picked: Attack.Bow (34.864)
16:55:38
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:55:38
SQ
Militia Marksman uses skill Aimed Shot
16:55:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), BreakFree (0), Retreat (0), Flee (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Ranged (0), Attack.Bow (0)
Idle (1)(*), Reload (0), BreakFree (0), Retreat (0), Flee (0), Engage.Melee (0), Defend (0), Attack.Puncture (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Engage.Ranged (0), Attack.Bow (0)
16:55:41
SQ
-> Behavior picked: Idle (1)
16:55:41
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:55:41
SQ
* ---------------------------------------------------
16:55:42
SQ
Turn started for Militia
16:55:42
SQ
*
16:55:42
SQ
* Militia: Starting turn.
16:55:43
SQ
-> Behaviors to pick from:
Engage.Melee (176)(*), Idle (1), Attack.Split (0), Defend.Shieldwall (0), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.Default (0), Roam (0)
Engage.Melee (176)(*), Idle (1), Attack.Split (0), Defend.Shieldwall (0), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Retreat (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.Default (0), Roam (0)
16:55:43
SQ
-> Behavior picked: Engage.Melee (176)
16:55:43
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
16:55:44
SQ
* Militia: Reached engage destination
16:55:45
SQ
-> Behaviors to pick from:
Attack.Default (43.2352)(*), Attack.KnockOut (2.584), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0)
Attack.Default (43.2352)(*), Attack.KnockOut (2.584), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.Split (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Retreat (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0)
16:55:45
SQ
-> Behavior picked: Attack.Default (43.2352)
16:55:45
SQ
* Militia: Using Bash against Bandit Raider!
16:55:45
SQ
Militia uses skill Bash
16:55:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend (0), Flee (0), Attack.Swing (0), Defend.Shieldwall (0), Engage.Melee (0), Attack.Default (0)
16:55:45
SQ
-> Behavior picked: Idle (1)
16:55:45
SQ
* Militia: Ending Turn with 3 of 9 AP left.
16:55:45
SQ
* ---------------------------------------------------
16:55:46
SQ
Turn started for Militia
16:55:46
SQ
*
16:55:46
SQ
* Militia: Starting turn.
16:55:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Retreat (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Knockback (0), Attack.Swing (0), Defend (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), Defend.Shieldwall (0), BreakFree (0), SwitchTo.Melee (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Retreat (0)
16:55:47
SQ
-> Behavior picked: Idle (1)
16:55:47
SQ
* Militia: Ending Turn with 0 of 9 AP left.
16:55:47
SQ
* ---------------------------------------------------
16:55:47
SQ
Skill [Stunned] removed from [Militia].
16:55:47
UI
ERROR: Failed to update entity. Reason: Entity id: 87828 not found.
16:55:47
SQ
Turn started for Bandit Raider
16:55:47
SQ
Skill [Shieldwall] removed from [Bandit Raider].
16:55:47
SQ
*
16:55:47
SQ
* Bandit Raider: Starting turn.
16:55:48
SQ
-> Behaviors to pick from:
Defend.Shieldwall (187.751)(*), Attack.Default (155.025)(*), Attack.KnockOut (57)(*), Engage.Melee (14.6094), Idle (1), Defend.Riposte (0), Roam (0), Flee (0), Attack.SplitShield (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.CrushArmor (0)
Defend.Shieldwall (187.751)(*), Attack.Default (155.025)(*), Attack.KnockOut (57)(*), Engage.Melee (14.6094), Idle (1), Defend.Riposte (0), Roam (0), Flee (0), Attack.SplitShield (0), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Defend (0), Retreat (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Attack.Split (0), SwitchTo.Ranged (0), Attack.CrushArmor (0)
16:55:48
SQ
-> Behavior picked: Attack.Default (155.025)
16:55:48
SQ
* Bandit Raider: Using Bash against Militia!
16:55:48
SQ
Bandit Raider uses skill Bash
16:55:48
SQ
Militia has died.
16:55:49
SQ
-> Behaviors to pick from:
Defend.Shieldwall (169.888)(*), Attack.Default (89.3583)(*), Attack.KnockOut (48.3333)(*), Idle (1), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Retreat (0), Roam (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Engage.Melee (0)
Defend.Shieldwall (169.888)(*), Attack.Default (89.3583)(*), Attack.KnockOut (48.3333)(*), Idle (1), Defend.Rotation (0), Defend.Knockback (0), Attack.Puncture (0), Attack.SplitShield (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Retreat (0), Roam (0), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Engage.Melee (0)
16:55:49
SQ
-> Behavior picked: Defend.Shieldwall (169.888)
16:55:49
SQ
* Bandit Raider: Using Shieldwall!
16:55:49
SQ
Bandit Raider uses skill Shieldwall
16:55:50
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Retreat (0), Roam (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Shieldwall (0)
Idle (1)(*), Attack.KnockOut (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Defend (0), Retreat (0), Roam (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Default (0), Attack.Swing (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Engage.Melee (0), Defend.Shieldwall (0)
16:55:50
SQ
-> Behavior picked: Idle (1)
16:55:50
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
16:55:50
SQ
* ---------------------------------------------------
16:55:51
SQ
-> Behaviors to pick from:
Engage.Ranged (25)(*), Idle (1), Defend (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Flee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.Bow (0), SwitchTo.Melee (0), Reload (0)
Engage.Ranged (25)(*), Idle (1), Defend (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0), Flee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.Bow (0), SwitchTo.Melee (0), Reload (0)
16:55:51
SQ
-> Behavior picked: Engage.Ranged (25)
16:55:51
SQ
* Militia Marksman: Engaging into firing range over 3 tiles at Bandit Marksman (not visible)
16:55:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.Bow (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0)
Idle (1)(*), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Default (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), BreakFree (0), Attack.Bow (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0)
16:55:53
SQ
-> Behavior picked: Idle (1)
16:55:53
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:55:53
SQ
* ---------------------------------------------------
16:55:53
SQ
INFO: Next round issued: 6
16:55:53
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:55:53
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:55:54
SQ
Turn started for Sigurd
16:55:58
SQ
Turn started for Gerulf
16:56:03
SQ
Turn started for Arnulf
16:56:19
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:56:19
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:56:19
SQ
Turn started for Asbjorn
16:56:28
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Raider]
16:56:28
SQ
Asbjorn uses skill Thrust
16:56:29
SQ
Turn started for Wolf
16:56:32
SQ
[Wolf] executes skill [Aimed Shot] on target [Bandit Raider]
16:56:32
SQ
Wolf uses skill Aimed Shot
16:56:34
SQ
Turn started for Wendel
16:56:38
SQ
[Wendel] executes skill [Impale] on target [Bandit Raider]
16:56:38
SQ
Wendel uses skill Impale
16:56:39
SQ
Turn started for Militia Marksman
16:56:39
SQ
*
16:56:39
SQ
* Militia Marksman: Starting turn.
16:56:40
SQ
-> Behaviors to pick from:
Attack.Bow (179.012)(*), Engage.Ranged (80)(*), Idle (1), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Reload (0)
Attack.Bow (179.012)(*), Engage.Ranged (80)(*), Idle (1), BreakFree (0), Attack.Default (0), SwitchTo.Ranged (0), Roam (0), Engage.Melee (0), Attack.Puncture (0), Defend (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Reload (0)
16:56:40
SQ
-> Behavior picked: Attack.Bow (179.012)
16:56:41
SQ
* Militia Marksman: Using Aimed Shot against Bandit Marksman!
16:56:41
SQ
Militia Marksman uses skill Aimed Shot
16:56:42
SQ
Bandit Marksman has died.
16:56:44
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Reload (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), Roam (0), Attack.Default (0), Retreat (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Ranged (0), SwitchTo.Melee (0), Reload (0), Attack.Bow (0)
16:56:44
SQ
-> Behavior picked: Idle (1)
16:56:44
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:56:44
SQ
* ---------------------------------------------------
16:56:45
SQ
Turn started for Reinhold
16:56:48
SQ
Turn started for Militia Marksman
16:56:48
SQ
*
16:56:48
SQ
* Militia Marksman: Starting turn.
16:56:49
SQ
-> Behaviors to pick from:
Attack.Bow (94.1594)(*), Idle (1), Defend (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Roam (0), Reload (0)
Attack.Bow (94.1594)(*), Idle (1), Defend (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), Flee (0), Retreat (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Roam (0), Reload (0)
16:56:49
SQ
-> Behavior picked: Attack.Bow (94.1594)
16:56:50
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:56:50
SQ
Militia Marksman uses skill Aimed Shot
16:56:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Flee (0), BreakFree (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Roam (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Defend (0), Flee (0), BreakFree (0), Engage.Melee (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Ranged (0), SwitchTo.Ranged (0), Roam (0), Reload (0), Attack.Bow (0)
16:56:54
SQ
-> Behavior picked: Idle (1)
16:56:54
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:56:54
SQ
* ---------------------------------------------------
16:56:54
SQ
Turn started for Militia Marksman
16:56:54
SQ
*
16:56:54
SQ
* Militia Marksman: Starting turn.
16:56:55
SQ
-> Behaviors to pick from:
Attack.Bow (36.4774)(*), Idle (1), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Retreat (0), Engage.Melee (0), Defend (0), Reload (0), Attack.Puncture (0), BreakFree (0), Roam (0), Attack.Default (0)
Attack.Bow (36.4774)(*), Idle (1), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Ranged (0), Retreat (0), Engage.Melee (0), Defend (0), Reload (0), Attack.Puncture (0), BreakFree (0), Roam (0), Attack.Default (0)
16:56:55
SQ
-> Behavior picked: Attack.Bow (36.4774)
16:56:55
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:56:55
SQ
Militia Marksman uses skill Aimed Shot
16:56:57
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Reload (0), Attack.Puncture (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Melee (0), Retreat (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend (0), Reload (0), Attack.Puncture (0), BreakFree (0), Roam (0), Attack.Default (0), Attack.Bow (0)
16:56:57
SQ
-> Behavior picked: Idle (1)
16:56:57
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:56:57
SQ
* ---------------------------------------------------
16:56:58
SQ
Turn started for Militia Marksman
16:56:58
SQ
*
16:56:58
SQ
* Militia Marksman: Starting turn.
16:56:59
SQ
-> Behaviors to pick from:
Attack.Bow (93.9988)(*), Idle (1), Attack.Default (0), Flee (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0), Defend (0)
Attack.Bow (93.9988)(*), Idle (1), Attack.Default (0), Flee (0), Retreat (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0), Defend (0)
16:56:59
SQ
-> Behavior picked: Attack.Bow (93.9988)
16:56:59
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:56:59
SQ
Militia Marksman uses skill Quick Shot
16:57:00
SQ
-> Behaviors to pick from:
Attack.Bow (90.7747)(*), Idle (1), Retreat (0), Engage.Melee (0), Attack.Default (0), Engage.Ranged (0), Defend (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Roam (0), Attack.Puncture (0), Flee (0)
Attack.Bow (90.7747)(*), Idle (1), Retreat (0), Engage.Melee (0), Attack.Default (0), Engage.Ranged (0), Defend (0), BreakFree (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Roam (0), Attack.Puncture (0), Flee (0)
16:57:00
SQ
-> Behavior picked: Attack.Bow (90.7747)
16:57:00
SQ
* Militia Marksman: Using Quick Shot against Bandit Raider!
16:57:00
SQ
Militia Marksman uses skill Quick Shot
16:57:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend (0), Attack.Default (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Roam (0), Attack.Puncture (0), Flee (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Defend (0), Attack.Default (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Reload (0), Roam (0), Attack.Puncture (0), Flee (0), Attack.Bow (0)
16:57:01
SQ
-> Behavior picked: Idle (1)
16:57:01
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:57:01
SQ
* ---------------------------------------------------
16:57:02
SQ
Turn started for Militia
16:57:02
SQ
*
16:57:02
SQ
* Militia: Starting turn.
16:57:03
SQ
-> Behaviors to pick from:
Attack.Default (51.5449)(*), Attack.KnockOut (1.95121), Idle (1), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), BreakFree (0), Flee (0), Attack.Swing (0), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Split (0)
Attack.Default (51.5449)(*), Attack.KnockOut (1.95121), Idle (1), Retreat (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), BreakFree (0), Flee (0), Attack.Swing (0), Roam (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Split (0)
16:57:03
SQ
-> Behavior picked: Attack.Default (51.5449)
16:57:03
SQ
* Militia: Using Bash against Bandit Raider!
16:57:03
SQ
Militia uses skill Bash
16:57:04
SQ
-> Behaviors to pick from:
Attack.Default (49.9101)(*), Attack.KnockOut (1.72863), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Attack.SplitShield (0), Flee (0), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Split (0), Retreat (0)
Attack.Default (49.9101)(*), Attack.KnockOut (1.72863), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Attack.SplitShield (0), Flee (0), Attack.Decapitate (0), Defend (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Split (0), Retreat (0)
16:57:04
SQ
-> Behavior picked: Attack.Default (49.9101)
16:57:04
SQ
* Militia: Using Bash against Bandit Raider!
16:57:04
SQ
Militia uses skill Bash
16:57:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Flee (0), BreakFree (0), Defend.Knockback (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend (0), Attack.CrushArmor (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Split (0), Retreat (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), Flee (0), BreakFree (0), Defend.Knockback (0), Attack.Decapitate (0), SwitchTo.Ranged (0), Defend (0), Attack.CrushArmor (0), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Engage.Melee (0), Defend.Spearwall (0), Attack.Split (0), Retreat (0), Attack.Default (0)
16:57:05
SQ
-> Behavior picked: Idle (1)
16:57:05
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:57:05
SQ
* ---------------------------------------------------
16:57:05
SQ
Turn started for Militia Marksman
16:57:05
SQ
*
16:57:05
SQ
* Militia Marksman: Starting turn.
16:57:06
SQ
-> Behaviors to pick from:
Attack.Bow (32.8327)(*), Idle (1), Flee (0), Engage.Melee (0), BreakFree (0), Engage.Ranged (0), Defend (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Reload (0)
Attack.Bow (32.8327)(*), Idle (1), Flee (0), Engage.Melee (0), BreakFree (0), Engage.Ranged (0), Defend (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Reload (0)
16:57:06
SQ
-> Behavior picked: Attack.Bow (32.8327)
16:57:07
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
16:57:07
SQ
Militia Marksman uses skill Aimed Shot
16:57:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Defend (0), BreakFree (0), Engage.Ranged (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Flee (0), Defend (0), BreakFree (0), Engage.Ranged (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Default (0), Attack.Puncture (0), Retreat (0), Reload (0), Attack.Bow (0)
16:57:10
SQ
-> Behavior picked: Idle (1)
16:57:10
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
16:57:10
SQ
* ---------------------------------------------------
16:57:11
SQ
Turn started for Militia
16:57:11
SQ
*
16:57:11
SQ
* Militia: Starting turn.
16:57:12
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Shieldwall (0), BreakFree (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Default (0), Retreat (0), Defend (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), SwitchTo.Ranged (0)
Flee (9000)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Shieldwall (0), BreakFree (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Default (0), Retreat (0), Defend (0), SwitchTo.Melee (0), Roam (0), Defend.Knockback (0), Attack.Split (0), Attack.CrushArmor (0), Attack.SplitShield (0), SwitchTo.Ranged (0)
16:57:12
SQ
-> Behavior picked: Flee (9000)
16:57:12
SQ
* Militia: Fleeing.
16:57:12
SQ
Militia has died.
16:57:13
SQ
Turn started for Militia
16:57:13
SQ
*
16:57:13
SQ
* Militia: Starting turn.
16:57:15
SQ
-> Behaviors to pick from:
Attack.Default (31.2379)(*), Idle (1), Defend.Knockback (0), BreakFree (0), Retreat (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Split (0), Defend (0), Flee (0), SwitchTo.Ranged (0)
Attack.Default (31.2379)(*), Idle (1), Defend.Knockback (0), BreakFree (0), Retreat (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Split (0), Defend (0), Flee (0), SwitchTo.Ranged (0)
16:57:15
SQ
-> Behavior picked: Attack.Default (31.2379)
16:57:15
SQ
* Militia: Using Chop against Bandit Raider!
16:57:15
SQ
Militia uses skill Chop
16:57:16
SQ
-> Behaviors to pick from:
Attack.Default (102.711)(*), Idle (1), Retreat (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Defend.Spearwall (0), Defend (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
Attack.Default (102.711)(*), Idle (1), Retreat (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.SplitShield (0), Attack.KnockOut (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Defend.Spearwall (0), Defend (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0)
16:57:16
SQ
-> Behavior picked: Attack.Default (102.711)
16:57:16
SQ
* Militia: Using Chop against Bandit Raider!
16:57:16
SQ
Militia uses skill Chop
16:57:16
SQ
Bandit Raider has died.
16:57:16
SQ
defensive score: 1.97085
16:57:16
SQ
defensive threshold: 2
16:57:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Defend.Spearwall (0), Defend (0), Attack.Decapitate (0), Roam (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Attack.KnockOut (0), Defend.Shieldwall (0), Flee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0)
16:57:17
SQ
-> Behavior picked: Idle (1)
16:57:17
SQ
* Militia: Ending Turn with 1 of 9 AP left.
16:57:17
SQ
* ---------------------------------------------------
16:57:17
SQ
Turn started for Bandit Raider
16:57:17
SQ
Skill [Shieldwall] removed from [Bandit Raider].
16:57:17
SQ
*
16:57:17
SQ
* Bandit Raider: Starting turn.
16:57:18
SQ
-> Behaviors to pick from:
Defend.Shieldwall (323.865)(*), Attack.Default (84.192)(*), Engage.Melee (8.70833), Idle (1), Defend.Knockback (0), Retreat (0), Roam (0), Defend.Riposte (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Rotation (0), Attack.KnockOut (0)
Defend.Shieldwall (323.865)(*), Attack.Default (84.192)(*), Engage.Melee (8.70833), Idle (1), Defend.Knockback (0), Retreat (0), Roam (0), Defend.Riposte (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Swing (0), BreakFree (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Rotation (0), Attack.KnockOut (0)
16:57:18
SQ
-> Behavior picked: Defend.Shieldwall (323.865)
16:57:18
SQ
* Bandit Raider: Using Shieldwall!
16:57:18
SQ
Bandit Raider uses skill Shieldwall
16:57:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), Defend.Knockback (0), Retreat (0), Attack.Swing (0), BreakFree (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Rotation (0), Attack.KnockOut (0), Defend.Shieldwall (0)
Idle (1)(*), Engage.Melee (0), Roam (0), Defend.Knockback (0), Retreat (0), Attack.Swing (0), BreakFree (0), Defend (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Default (0), Flee (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), Attack.Split (0), Defend.Rotation (0), Attack.KnockOut (0), Defend.Shieldwall (0)
16:57:19
SQ
-> Behavior picked: Idle (1)
16:57:19
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
16:57:19
SQ
* ---------------------------------------------------
16:57:20
SQ
INFO: Next round issued: 7
16:57:20
UI
ERROR: Failed to update entity. Reason: Entity id: 87845 not found.
16:57:20
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:57:20
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:57:20
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:57:20
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:57:20
SQ
Turn started for Sigurd
16:57:31
SQ
[Sigurd] executes skill [Slash] on target [Bandit Raider]
16:57:31
SQ
Sigurd uses skill Slash
16:57:33
SQ
Turn started for Gerulf
16:57:38
SQ
Turn started for Arnulf
16:57:43
SQ
[Arnulf] executes skill [Thrust] on target [Bandit Raider]
16:57:43
SQ
Arnulf uses skill Thrust
16:57:45
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:57:45
UI
ERROR: Failed to update entity. Reason: Entity id: 13569 not found.
16:57:45
SQ
Turn started for Asbjorn
16:57:50
SQ
[Asbjorn] executes skill [Thrust] on target [Bandit Raider]
16:57:50
SQ
Asbjorn uses skill Thrust
16:57:51
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:57:51
UI
ERROR: Failed to update entity. Reason: Entity id: 11943 not found.
16:57:51
SQ
Turn started for Wolf
16:57:54
SQ
Turn started for Wendel
16:57:55
SQ
[Wendel] executes skill [Impale] on target [Bandit Raider]
16:57:55
SQ
Wendel uses skill Impale
16:57:55
SQ
Bandit Raider has died.
16:57:55
SQ
Skill [Shieldwall] removed from [Bandit Raider].
16:57:56
Resource
Unloading: gfx/orientation_overlay.png
16:57:56
Resource
Loading: music/victory_01.ogg
16:57:59
Resource
Unloading: music/bandits_02.ogg
16:58:11
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:58:11
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
16:58:11
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
16:58:11
SQ
World::onCombatFinished
16:58:11
SQ
TacticalState::onFinish
16:58:13
Resource
Unloading: gfx/object_0.png
16:58:13
Resource
Unloading: gfx/detail.png
16:58:13
Resource
Unloading Resource Package "Temporary Tactical Resources".
16:58:13
Resource
Unloading: sounds/combat/repel_hit_01.wav
16:58:13
Resource
Unloading: sounds/combat/repel_hit_02.wav
16:58:13
Resource
Unloading: sounds/combat/repel_hit_03.wav
16:58:13
UI
IngameMenuScreen::UNREGISTER
16:58:13
UI
MainMenuModule::UNREGISTER
16:58:13
UI
LoadCampaignMenuModule::UNREGISTER
16:58:13
UI
SaveCampaignMenuModule::UNREGISTER
16:58:13
UI
OptionsMenuModule::UNREGISTER
16:58:13
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:58:13
UI
OptionsMenuModuleVideoPanel::UNREGISTER
16:58:13
UI
OptionsMenuModuleControlsPanel::UNREGISTER
16:58:13
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
16:58:13
UI
TacticalFleeScreen::UNREGISTER
16:58:13
UI
CharacterScreen::UNREGISTER
16:58:13
UI
CharacterScreenLeftPanelModule::UNREGISTER
16:58:13
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
16:58:13
UI
CharacterScreenPaperdollModule::UNREGISTER
16:58:13
UI
CharacterScreenSkillsModule::UNREGISTER
16:58:13
UI
CharacterScreenStatsModule::UNREGISTER
16:58:13
UI
CharacterScreenRightPanelModule::UNREGISTER
16:58:13
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
16:58:13
UI
CharacterScreenInventoryListModule::UNREGISTER
16:58:13
UI
CharacterScreenPerksModule::UNREGISTER
16:58:13
UI
CharacterScreenBrothersListModule::UNREGISTER
16:58:13
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
16:58:14
UI
TacticalScreen::UNREGISTER
16:58:14
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
16:58:14
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
16:58:14
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
16:58:14
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
16:58:14
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
16:58:14
UI
TacticalCombatResultScreen::UNREGISTER
16:58:14
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
16:58:14
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
16:59:25
Resource
Loading: music/worldmap_06.ogg
16:59:28
Resource
Unloading: music/victory_01.ogg
16:59:34
SQ
Location entered: Saltkai
16:59:34
Resource
Loading: music/city_02.ogg
16:59:38
Resource
Unloading: music/worldmap_06.ogg
16:59:43
SQ
0
17:00:43
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 36, x = 59, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:00:49
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 27, x = 76, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:00:51
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 34, x = 74, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:00:54
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 21, x = 71, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:00:56
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 22, x = 76, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:00:59
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 24, x = 59, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:01:01
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 36, x = 60, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:01:02
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 35, x = 62, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:01:03
Script Error
the index 'spawnEntity' does not exist
Function:
end -> scripts/contracts/contracts/roaming_beasts_contract.nut : 106
Variables:
party = Null, tile = Instance, y = 35, x = 73, myTile = Instance, playerTile = Instance, this = Table
Function:
setState -> scripts/contracts/contract.nut : 270
Variables:
_state = Table, this = Table
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 32
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 199
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 263
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
17:01:03
Core
A critical exception was raised at hardware level.
17:01:03
Core
Application Stacktrace:
17:01:03
Core
Script Stacktrace: