11:42:05
Core
Using write path: C:\Users\Stuart\Documents\Battle Brothers
11:42:05
Renderer
Allocated Renderbuffer in excess of 3072kb.
11:42:05
Thread
Worker thread started
11:42:05
Resource
Loading: shaders/solid_pass0.fs
11:42:05
Resource
Loading: shaders/solid.vs
11:42:05
Resource
Unloading: shaders/solid.vs
11:42:05
Resource
Unloading: shaders/solid_pass0.fs
11:42:05
Resource
Loading: shaders/simple.fs
11:42:05
Resource
Loading: shaders/simple.vs
11:42:05
Resource
Unloading: shaders/simple.vs
11:42:05
Resource
Unloading: shaders/simple.fs
11:42:05
Resource
Loading: shaders/sprite.fs
11:42:05
Resource
Loading: shaders/sprite.vs
11:42:05
Resource
Unloading: shaders/sprite.vs
11:42:05
Resource
Unloading: shaders/sprite.fs
11:42:05
Resource
Loading: shaders/sprite_dof.fs
11:42:05
Resource
Loading: shaders/sprite_dof.vs
11:42:05
Resource
Unloading: shaders/sprite_dof.vs
11:42:05
Resource
Unloading: shaders/sprite_dof.fs
11:42:05
Resource
Loading: shaders/ui.fs
11:42:05
Resource
Loading: shaders/ui.vs
11:42:05
Resource
Unloading: shaders/ui.vs
11:42:05
Resource
Unloading: shaders/ui.fs
11:42:05
Core
Initializing Persistence Manager
11:42:05
Resource
Loading: brushes/debug.brush
11:42:05
Resource
Unloading: brushes/debug.brush
11:42:05
Resource
Loading: brushes/detail.brush
11:42:05
Resource
Unloading: brushes/detail.brush
11:42:05
Resource
Loading: brushes/effects_0.brush
11:42:05
Resource
Unloading: brushes/effects_0.brush
11:42:05
Resource
Loading: brushes/entity_0.brush
11:42:05
Resource
Unloading: brushes/entity_0.brush
11:42:05
Resource
Loading: brushes/entity_1.brush
11:42:05
Resource
Unloading: brushes/entity_1.brush
11:42:05
Resource
Loading: brushes/entity_2.brush
11:42:05
Resource
Unloading: brushes/entity_2.brush
11:42:05
Resource
Loading: brushes/entity_3.brush
11:42:05
Resource
Unloading: brushes/entity_3.brush
11:42:05
Resource
Loading: brushes/entity_4.brush
11:42:05
Resource
Unloading: brushes/entity_4.brush
11:42:05
Resource
Loading: brushes/entity_icons.brush
11:42:05
Resource
Unloading: brushes/entity_icons.brush
11:42:05
Resource
Loading: brushes/object_0.brush
11:42:05
Resource
Unloading: brushes/object_0.brush
11:42:05
Resource
Loading: brushes/orientation_overlay.brush
11:42:05
Resource
Unloading: brushes/orientation_overlay.brush
11:42:05
Resource
Loading: brushes/terrain.brush
11:42:05
Resource
Unloading: brushes/terrain.brush
11:42:05
Resource
Loading: brushes/transitions.brush
11:42:05
Resource
Unloading: brushes/transitions.brush
11:42:05
Resource
Loading: brushes/ui.brush
11:42:06
Resource
Unloading: brushes/ui.brush
11:42:06
Resource
Loading: brushes/world_decals.brush
11:42:06
Resource
Unloading: brushes/world_decals.brush
11:42:06
Resource
Loading: brushes/world_detail.brush
11:42:06
Resource
Unloading: brushes/world_detail.brush
11:42:06
Resource
Loading: brushes/world_entity_0.brush
11:42:06
Resource
Unloading: brushes/world_entity_0.brush
11:42:06
Resource
Loading: brushes/world_settlement.brush
11:42:06
Resource
Unloading: brushes/world_settlement.brush
11:42:06
Resource
Loading: brushes/world_special.brush
11:42:06
Resource
Unloading: brushes/world_special.brush
11:42:06
Resource
Loading: brushes/world_tiles.brush
11:42:06
Resource
Unloading: brushes/world_tiles.brush
11:42:06
Resource
Loading: brushes/world_weather.brush
11:42:06
Resource
Unloading: brushes/world_weather.brush
11:42:06
Resource
Loading: shaders/fow.fs
11:42:06
Resource
Loading: shaders/fow.vs
11:42:06
Resource
Unloading: shaders/fow.vs
11:42:06
Resource
Unloading: shaders/fow.fs
11:42:06
Resource
Loading: gfx/fow.png
11:42:06
Texture
Texture "gfx/fow.png" (ID: 4) took up approximately 16384kb in video memory.
11:42:06
Resource
Loading: gfx/world_tiles.png
11:42:06
Texture
Texture "gfx/world_tiles.png" (ID: 5) took up approximately 43680kb in video memory.
11:42:06
Resource
Loading: gfx/world_special.png
11:42:06
Texture
Texture "gfx/world_special.png" (ID: 6) took up approximately 256kb in video memory.
11:42:07
Resource
Loading: gfx/terrain.png
11:42:07
Texture
Texture "gfx/terrain.png" (ID: 7) took up approximately 2728kb in video memory.
11:42:07
Resource
Loading: gfx/transitions.png
11:42:07
Texture
Texture "gfx/transitions.png" (ID: 8) took up approximately 682kb in video memory.
11:42:07
Resource
Parsed Resource Package "preload/on_start.txt" with 3 items.
11:42:07
Resource
Started loading Resource Package "preload/on_start.txt".
11:42:07
Resource
Loading: gfx/fonts/cinzel_bold_20.fnt
11:42:08
Renderer
Vendor: Intel
11:42:08
Renderer
Device: Intel(R) HD Graphics 4400
11:42:08
Renderer
Version: 3.0.0 - Build 20.19.15.4331
11:42:08
Renderer
Shader Version: 1.30 - Build 20.19.15.4331
11:42:08
Renderer
Framebuffer Support: Yes
11:42:09
Texture
Texture "gfx/fonts/cinzel_bold_20.png" (ID: 9) took up approximately 512kb in video memory.
11:42:09
Resource
Loading: gfx/fonts/cinzel_bold_100.fnt
11:42:09
Texture
Texture "gfx/fonts/cinzel_bold_100.png" (ID: 10) took up approximately 8192kb in video memory.
11:42:09
Resource
Loading: gfx/ui.png
11:42:09
Texture
Texture "gfx/ui.png" (ID: 11) took up approximately 5461kb in video memory.
11:42:09
Resource
Finished loading Resource Package "preload/on_start.txt".
11:42:09
UI
Screen "RootScreen" successfully registered.
11:42:09
UI
Screen "ConsoleScreen" successfully registered.
11:42:09
UI
Screen "LoadingScreen" successfully registered.
11:42:09
UI
Screen "TooltipScreen" successfully registered.
11:42:09
UI
Screen "DialogScreen" successfully registered.
11:42:09
UI
Screen "TacticalScreen" successfully registered.
11:42:09
UI
Screen "TacticalCombatResultScreen" successfully registered.
11:42:09
UI
Screen "TacticalFleeScreen" successfully registered.
11:42:10
UI
Screen "WorldScreen" successfully registered.
11:42:10
UI
Screen "WorldTownScreen" successfully registered.
11:42:10
UI
Screen "WorldGameFinishScreen" successfully registered.
11:42:10
UI
Screen "WorldEventPopupScreen" successfully registered.
11:42:10
UI
Screen "WorldEventScreen" successfully registered.
11:42:10
UI
Screen "WorldRelationsScreen" successfully registered.
11:42:10
UI
Screen "MainMenuScreen" successfully registered.
11:42:10
UI
Screen "WorldMenuScreen" successfully registered.
11:42:10
UI
Screen "TacticalMenuScreen" successfully registered.
11:42:10
UI
Screen "WorldCharacterScreen" successfully registered.
11:42:11
UI
Screen "TacticalCharacterScreen" successfully registered.
11:42:11
SQ
RootState::onShow()
11:42:11
Resource
Parsed Resource Package "preload/on_running.txt" with 218 items.
11:42:11
Resource
Started loading Resource Package "preload/on_running.txt".
11:42:11
Resource
Loading: gfx/entity_0.png
11:42:11
UI
RootScreen::REGISTER
11:42:11
UI
RootScreenVersionModule::REGISTER
11:42:11
Texture
Texture "gfx/entity_0.png" (ID: 12) took up approximately 21845kb in video memory.
11:42:11
Resource
Loading: music/title.ogg
11:42:11
Resource
Loading: gfx/entity_3.png
11:42:11
Texture
Texture "gfx/entity_3.png" (ID: 13) took up approximately 5461kb in video memory.
11:42:11
Resource
Loading: gfx/entity_icons.png
11:42:11
UI
LoadingScreen::REGISTER
11:42:11
UI
TooltipScreen::REGISTER
11:42:11
UI
DialogScreen::REGISTER
11:42:11
UI
MainMenuScreen::REGISTER
11:42:11
UI
MainMenuModule::REGISTER
11:42:11
UI
LoadCampaignMenuModule::REGISTER
11:42:11
UI
NewCampaignMenuModule::REGISTER
11:42:11
UI
ScenarioMenuModule::REGISTER
11:42:11
UI
OptionsMenuModule::REGISTER
11:42:11
UI
OptionsMenuModuleVideoPanel::REGISTER
11:42:11
UI
OptionsMenuModuleAudioPanel::REGISTER
11:42:11
UI
OptionsMenuModuleControlsPanel::REGISTER
11:42:11
UI
OptionsMenuModuleGameplayPanel::REGISTER
11:42:11
Texture
Texture "gfx/entity_icons.png" (ID: 14) took up approximately 21845kb in video memory.
11:42:11
Resource
Loading: gfx/effects_0.png
11:42:12
Texture
Texture "gfx/effects_0.png" (ID: 15) took up approximately 21845kb in video memory.
11:42:12
Resource
Loading: gfx/world_detail.png
11:42:13
Texture
Texture "gfx/world_detail.png" (ID: 16) took up approximately 43690kb in video memory.
11:42:13
Resource
Loading: gfx/world_entity_0.png
11:42:13
Texture
Texture "gfx/world_entity_0.png" (ID: 17) took up approximately 21845kb in video memory.
11:42:13
Resource
Loading: gfx/world_settlement.png
11:42:14
Texture
Texture "gfx/world_settlement.png" (ID: 18) took up approximately 21845kb in video memory.
11:42:14
Resource
Loading: gfx/world_decals.png
11:42:14
Texture
Texture "gfx/world_decals.png" (ID: 19) took up approximately 10920kb in video memory.
11:42:14
Resource
Loading: gfx/world_weather.png
11:42:15
Texture
Texture "gfx/world_weather.png" (ID: 20) took up approximately 43690kb in video memory.
11:42:15
Resource
Loading: sounds/fast_travel_boat_01.wav
11:42:15
Resource
Loading: sounds/coins_01.wav
11:42:15
Resource
Loading: sounds/coins_02.wav
11:42:15
Resource
Loading: sounds/coins_03.wav
11:42:15
Resource
Loading: sounds/dice_01.wav
11:42:15
Resource
Loading: sounds/dice_02.wav
11:42:15
Resource
Loading: sounds/dice_03.wav
11:42:15
Resource
Loading: sounds/barber_01.wav
11:42:15
Resource
Loading: sounds/tavern_round_01.wav
11:42:15
Resource
Loading: sounds/tavern_rumor_01.wav
11:42:15
Resource
Loading: sounds/body_fall_1.ogg
11:42:15
Resource
Loading: sounds/shield_broken.ogg
11:42:15
Resource
Loading: sounds/combat/lute_break_01.wav
11:42:15
Resource
Loading: sounds/combat/aimed_shot_01.wav
11:42:15
Resource
Loading: sounds/combat/aimed_shot_02.wav
11:42:15
Resource
Loading: sounds/combat/aimed_shot_03.wav
11:42:15
Resource
Loading: sounds/combat/armor_chainmail_impact_01.wav
11:42:15
Resource
Loading: sounds/combat/armor_chainmail_impact_02.wav
11:42:15
Resource
Loading: sounds/combat/armor_chainmail_impact_03.wav
11:42:15
Resource
Loading: sounds/combat/armor_halfplate_impact_01.wav
11:42:15
Resource
Loading: sounds/combat/armor_halfplate_impact_02.wav
11:42:15
Resource
Loading: sounds/combat/armor_halfplate_impact_03.wav
11:42:15
Resource
Loading: sounds/combat/armor_leather_impact_01.wav
11:42:15
Resource
Loading: sounds/combat/armor_leather_impact_02.wav
11:42:15
Resource
Loading: sounds/combat/armor_leather_impact_03.wav
11:42:15
Resource
Loading: sounds/combat/arrow_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/arrow_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/arrow_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/arrow_miss_01.wav
11:42:15
Resource
Loading: sounds/combat/arrow_miss_02.wav
11:42:15
Resource
Loading: sounds/combat/arrow_miss_03.wav
11:42:15
Resource
Loading: sounds/combat/bash_01.wav
11:42:15
Resource
Loading: sounds/combat/bash_02.wav
11:42:15
Resource
Loading: sounds/combat/bash_03.wav
11:42:15
Resource
Loading: sounds/combat/bash_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/bash_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/bash_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_01.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_02.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_03.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_miss_01.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_miss_02.wav
11:42:15
Resource
Loading: sounds/combat/bolt_shot_miss_03.wav
11:42:15
Resource
Loading: sounds/combat/chop_01.wav
11:42:15
Resource
Loading: sounds/combat/chop_02.wav
11:42:15
Resource
Loading: sounds/combat/chop_03.wav
11:42:15
Resource
Loading: sounds/combat/chop_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/chop_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/chop_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/hand_01.wav
11:42:15
Resource
Loading: sounds/combat/hand_02.wav
11:42:15
Resource
Loading: sounds/combat/hand_03.wav
11:42:15
Resource
Loading: sounds/combat/hand_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/hand_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/hand_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/impale_01.wav
11:42:15
Resource
Loading: sounds/combat/impale_02.wav
11:42:15
Resource
Loading: sounds/combat/impale_03.wav
11:42:15
Resource
Loading: sounds/combat/impale_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/impale_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/impale_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/overhead_strike_01.wav
11:42:15
Resource
Loading: sounds/combat/overhead_strike_02.wav
11:42:15
Resource
Loading: sounds/combat/overhead_strike_03.wav
11:42:15
Resource
Loading: sounds/combat/overhead_strike_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/overhead_strike_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/overhead_strike_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/quick_shot_01.wav
11:42:15
Resource
Loading: sounds/combat/quick_shot_02.wav
11:42:15
Resource
Loading: sounds/combat/quick_shot_03.wav
11:42:15
Resource
Loading: sounds/combat/reload_01.wav
11:42:15
Resource
Loading: sounds/combat/reload_02.wav
11:42:15
Resource
Loading: sounds/combat/slash_01.wav
11:42:15
Resource
Loading: sounds/combat/slash_02.wav
11:42:15
Resource
Loading: sounds/combat/slash_03.wav
11:42:15
Resource
Loading: sounds/combat/slash_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/slash_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/slash_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/split_01.wav
11:42:15
Resource
Loading: sounds/combat/split_02.wav
11:42:15
Resource
Loading: sounds/combat/split_03.wav
11:42:15
Resource
Loading: sounds/combat/split_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/split_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/split_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/stab_01.wav
11:42:15
Resource
Loading: sounds/combat/stab_02.wav
11:42:15
Resource
Loading: sounds/combat/stab_03.wav
11:42:15
Resource
Loading: sounds/combat/stab_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/stab_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/stab_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/swing_01.wav
11:42:15
Resource
Loading: sounds/combat/swing_02.wav
11:42:15
Resource
Loading: sounds/combat/swing_03.wav
11:42:15
Resource
Loading: sounds/combat/swing_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/swing_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/swing_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/thrust_01.wav
11:42:15
Resource
Loading: sounds/combat/thrust_02.wav
11:42:15
Resource
Loading: sounds/combat/thrust_03.wav
11:42:15
Resource
Loading: sounds/combat/thrust_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/thrust_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/thrust_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/hook_01.wav
11:42:15
Resource
Loading: sounds/combat/hook_02.wav
11:42:15
Resource
Loading: sounds/combat/hook_03.wav
11:42:15
Resource
Loading: sounds/combat/hook_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/hook_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/hook_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/knockback_01.wav
11:42:15
Resource
Loading: sounds/combat/knockback_02.wav
11:42:15
Resource
Loading: sounds/combat/knockback_03.wav
11:42:15
Resource
Loading: sounds/combat/knockback_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/knockback_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/knockback_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/puncture_01.wav
11:42:15
Resource
Loading: sounds/combat/puncture_02.wav
11:42:15
Resource
Loading: sounds/combat/puncture_03.wav
11:42:15
Resource
Loading: sounds/combat/puncture_hit_01.wav
11:42:15
Resource
Loading: sounds/combat/puncture_hit_02.wav
11:42:15
Resource
Loading: sounds/combat/puncture_hit_03.wav
11:42:15
Resource
Loading: sounds/combat/riposte_01.wav
11:42:15
Resource
Loading: sounds/combat/riposte_02.wav
11:42:15
Resource
Loading: sounds/combat/riposte_03.wav
11:42:15
Resource
Loading: sounds/combat/spearwall_01.wav
11:42:15
Resource
Loading: sounds/combat/spearwall_02.wav
11:42:15
Resource
Loading: sounds/combat/spearwall_03.wav
11:42:15
Resource
Loading: sounds/combat/shieldwall_01.wav
11:42:15
Resource
Loading: sounds/combat/shieldwall_02.wav
11:42:15
Resource
Loading: sounds/combat/shieldwall_03.wav
11:42:15
Resource
Loading: sounds/combat/split_shield_01.wav
11:42:16
Resource
Loading: sounds/combat/split_shield_02.wav
11:42:16
Resource
Loading: sounds/combat/split_shield_03.wav
11:42:16
Resource
Loading: sounds/combat/bro_damage_taken_01.wav
11:42:16
Resource
Loading: sounds/combat/bro_damage_taken_02.wav
11:42:16
Resource
Loading: sounds/combat/bro_damage_taken_03.wav
11:42:16
Resource
Loading: sounds/combat/bro_damage_taken_04.wav
11:42:16
Resource
Loading: sounds/combat/bro_damage_taken_soft_01.wav
11:42:16
Resource
Loading: sounds/combat/bro_damage_taken_soft_02.wav
11:42:16
Resource
Loading: sounds/combat/bro_damage_taken_soft_03.wav
11:42:16
Resource
Loading: sounds/combat/bro_dying_01.wav
11:42:16
Resource
Loading: sounds/combat/bro_dying_02.wav
11:42:16
Resource
Loading: sounds/combat/bro_dying_03.wav
11:42:16
Resource
Loading: sounds/combat/bro_dying_04.wav
11:42:16
Resource
Loading: sounds/combat/bro_dying_05.wav
11:42:16
Resource
Loading: sounds/combat/cleave_01.wav
11:42:16
Resource
Loading: sounds/combat/cleave_02.wav
11:42:16
Resource
Loading: sounds/combat/cleave_03.wav
11:42:16
Resource
Loading: sounds/combat/cleave_hit_hitpoints_01.wav
11:42:16
Resource
Loading: sounds/combat/cleave_hit_hitpoints_02.wav
11:42:16
Resource
Loading: sounds/combat/cleave_hit_hitpoints_03.wav
11:42:16
Resource
Loading: sounds/combat/crush_armor_01.wav
11:42:16
Resource
Loading: sounds/combat/crush_armor_02.wav
11:42:16
Resource
Loading: sounds/combat/crush_armor_03.wav
11:42:16
Resource
Loading: sounds/combat/crush_armor_hit_01.wav
11:42:16
Resource
Loading: sounds/combat/crush_armor_hit_02.wav
11:42:16
Resource
Loading: sounds/combat/crush_armor_hit_03.wav
11:42:16
Resource
Loading: sounds/combat/decapitate_hit_01.wav
11:42:16
Resource
Loading: sounds/combat/decapitate_hit_02.wav
11:42:16
Resource
Loading: sounds/combat/decapitate_hit_03.wav
11:42:16
Resource
Loading: sounds/combat/hammer_strike_01.wav
11:42:16
Resource
Loading: sounds/combat/hammer_strike_02.wav
11:42:16
Resource
Loading: sounds/combat/hammer_strike_03.wav
11:42:16
Resource
Loading: sounds/combat/hammer_strike_hit_01.wav
11:42:16
Resource
Loading: sounds/combat/hammer_strike_hit_02.wav
11:42:16
Resource
Loading: sounds/combat/hammer_strike_hit_03.wav
11:42:16
Resource
Loading: sounds/combat/round_swing_01.wav
11:42:16
Resource
Loading: sounds/combat/round_swing_02.wav
11:42:16
Resource
Loading: sounds/combat/round_swing_03.wav
11:42:16
Resource
Loading: sounds/combat/round_swing_hit_01.wav
11:42:16
Resource
Loading: sounds/combat/round_swing_hit_02.wav
11:42:16
Resource
Loading: sounds/combat/round_swing_hit_03.wav
11:42:16
Resource
Loading: sounds/combat/javelin_throw_01.wav
11:42:16
Resource
Loading: sounds/combat/javelin_throw_02.wav
11:42:16
Resource
Loading: sounds/combat/javelin_throw_03.wav
11:42:16
Resource
Loading: sounds/combat/javelin_miss_01.wav
11:42:16
Resource
Loading: sounds/combat/javelin_miss_02.wav
11:42:16
Resource
Loading: sounds/combat/javelin_miss_03.wav
11:42:16
Resource
Loading: sounds/combat/javelin_hit_01.wav
11:42:16
Resource
Loading: sounds/combat/javelin_hit_03.wav
11:42:16
Resource
Loading: sounds/combat/flail_01.wav
11:42:16
Resource
Loading: sounds/combat/flail_02.wav
11:42:16
Resource
Loading: sounds/combat/flail_03.wav
11:42:16
Resource
Loading: sounds/combat/flail_hit_01.wav
11:42:16
Resource
Loading: sounds/combat/flail_hit_02.wav
11:42:16
Resource
Loading: sounds/combat/flail_hit_03.wav
11:42:16
Resource
Loading: sounds/combat/lash_01.wav
11:42:16
Resource
Loading: sounds/combat/lash_02.wav
11:42:16
Resource
Loading: sounds/combat/lash_03.wav
11:42:16
Resource
Loading: sounds/combat/lash_hit_01.wav
11:42:16
Resource
Loading: sounds/combat/lash_hit_02.wav
11:42:16
Resource
Loading: sounds/combat/lash_hit_03.wav
11:42:16
Resource
Loading: sounds/combat/weapon_break_01.wav
11:42:16
Resource
Loading: sounds/combat/rotation_01.wav
11:42:16
Resource
Loading: sounds/combat/footwork_01.wav
11:42:16
Resource
Loading: sounds/combat/return_favor_01.wav
11:42:16
Resource
Loading: sounds/combat/perfect_focus_01.wav
11:42:16
Resource
Loading: sounds/combat/rally_the_troops_01.wav
11:42:16
Resource
Loading: sounds/new_round_01.wav
11:42:16
Resource
Loading: sounds/new_round_02.wav
11:42:16
Resource
Loading: sounds/new_round_03.wav
11:42:16
Resource
Loading: sounds/scribble.wav
11:42:16
Resource
Loading: sounds/inventory/wardog_inventory_01.wav
11:42:16
Resource
Loading: sounds/inventory/wardog_inventory_02.wav
11:42:16
Resource
Loading: sounds/inventory/wardog_inventory_03.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_03.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_04.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_05.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_06.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_hot_water_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_scrape_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_sharpening_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/blacksmith_sharpening_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_03.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_04.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_03.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_04.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_bell_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_bell_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_bell_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_flapping_sail_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_flapping_sail_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_rope_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_rope_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_working_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_working_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_working_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_working_03.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/docks_working_04.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_cage_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_cage_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_cage_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_dog_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_dog_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_dog_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_dog_03.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_dog_04.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_dog_05.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_dog_06.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/kennel_dog_07.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_bottles_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_chicken_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_chicken_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_chicken_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_chicken_03.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_chicken_04.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_chicken_05.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_chicken_06.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_people_00.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_people_01.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_people_02.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_people_03.wav
11:42:16
Resource
Loading: sounds/ambience/buildings/market_people_04.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_people_05.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_people_06.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_people_07.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_people_08.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_people_09.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_pig_00.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_pig_01.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_pig_02.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_pig_03.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/market_pig_04.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_drunk_00.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_drunk_01.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_00.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_01.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_02.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_03.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_04.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_05.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_06.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_07.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_08.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/tavern_laugh_09.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/temple_bell_00.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/temple_prayer_00.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/temple_prayer_01.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/temple_prayer_02.wav
11:42:17
Resource
Loading: sounds/ambience/buildings/temple_wounded_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/bee_keeper_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_armor_weapons_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_armor_weapons_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_armor_weapons_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_marching_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_marching_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_marching_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_marching_03.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_yelling_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_yelling_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_yelling_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/fortification_yelling_03.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/goat_pens_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/goat_pens_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/goat_pens_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/lumberjack_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/lumberjack_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/mines_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/mines_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_building_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_building_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_03.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_04.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_05.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_06.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_cat_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_cat_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_cat_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_cat_03.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_cat_04.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_children_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_children_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_children_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_children_03.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_dog_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_dog_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_dog_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_dog_03.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_dog_04.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_03.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_04.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_05.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_06.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_07.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_08.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_09.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_people_10.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_saw_00.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_saw_01.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_saw_02.wav
11:42:17
Resource
Loading: sounds/ambience/settlement/settlement_wagon_00.wav
11:42:17
Resource
Loading: sounds/ambience/silence.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_seagull_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_seagull_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_seagull_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_seagull_03.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_seagull_04.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_seagull_05.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_waves_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_waves_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/coast_waves_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_owl_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_owl_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_owl_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_owl_03.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_owl_04.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_owl_05.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_wolf_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_wolf_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/dark_forest_wolf_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_03.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_04.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_05.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_06.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_07.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_bird_08.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_branch_crack_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_branch_crack_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_branch_crack_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_branch_crack_03.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_branch_crack_04.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_branch_crack_05.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_elk_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_elk_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_leaves_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_leaves_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_leaves_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_leaves_03.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_leaves_04.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_woodpecker_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_woodpecker_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_woodpecker_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_woodpecker_03.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_woodpecker_04.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/forest_woodpecker_05.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_00.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_01.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_02.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_03.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_04.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_05.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_06.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_07.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_08.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_09.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_10.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_11.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_12.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_13.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_14.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_15.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_16.wav
11:42:17
Resource
Loading: sounds/ambience/terrain/grasslands_bird_17.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/grasslands_bird_18.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/grasslands_insect_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/grasslands_insect_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/grasslands_rustle_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/grasslands_rustle_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/grasslands_rustle_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/grasslands_rustle_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/grasslands_rustle_04.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/hill_bird_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/hill_bird_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/hill_bird_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_eagle_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_eagle_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_eagle_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_eagle_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_04.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_05.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_06.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_07.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_08.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_rocks_09.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_wind_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_wind_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_wind_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_wind_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_wind_04.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_wind_05.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/mountain_wind_06.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/nighttime_cricket_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/nighttime_cricket_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/nighttime_frog_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/nighttime_frog_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/nighttime_frog_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/snow_snow_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/snow_snow_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/snow_snow_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/snow_snow_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/snow_wind_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/snow_wind_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_04.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_05.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_06.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_07.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_08.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_09.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_bird_10.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_coyote_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_coyote_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_coyote_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_coyote_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_rustle_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/steppe_rustle_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_bird_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_bird_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_frog_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_frog_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_frog_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_frog_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_insect_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_insect_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_insect_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_insect_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_insect_04.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_insect_05.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_mud_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_mud_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_mud_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_mud_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/swamp_mud_04.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_04.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_05.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_06.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_07.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_08.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_09.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_10.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_11.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_12.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_00.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_01.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_02.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_03.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_04.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_05.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_06.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_07.wav
11:42:18
Resource
Loading: sounds/ambience/terrain/tundra_wind_08.wav
11:42:25
SQ
Load campaign: Wulfheads01
11:42:26
Scene
Finished loading scene.
11:42:26
SQ
contract added: Hunting Beasts
11:42:26
SQ
contract added: Armed Courier
11:42:26
SQ
contract added: Drive away bandits
11:42:26
SQ
contract added: Secure Cemetery
11:42:26
SQ
contract added: Hunting Beasts
11:42:26
SQ
contract added: Secure Cemetery
11:42:26
SQ
contract added: Armed Courier
11:42:26
SQ
contract added: Drive away bandits
11:42:26
SQ
contract added: Armed Courier
11:42:26
SQ
contract added: Hunting Beasts
11:42:26
SQ
contract added: Patrol
11:42:26
SQ
contract added: Patrol
11:42:26
SQ
contract activated: Patrol
11:42:26
Resource
Loading: music/worldmap_08.ogg
11:42:27
UI
WorldScreen::REGISTER
11:42:27
UI
WorldScreenTopbarOptionsModule::REGISTER
11:42:27
UI
WorldScreenTopbarDayTimeModule::REGISTER
11:42:27
UI
WorldScreenTopbarAssetsModule::REGISTER
11:42:27
UI
WorldScreenActiveContractPanelModule::REGISTER
11:42:27
UI
CombatDialogModule::REGISTER
11:42:27
UI
WorldEventScreen::REGISTER
11:42:28
UI
WorldTownScreen::REGISTER
11:42:28
UI
WorldTownScreenMainDialogModule::REGISTER
11:42:28
UI
WorldTownScreenHireDialogModule::REGISTER
11:42:28
UI
WorldTownScreenShopDialogModule::REGISTER
11:42:28
UI
WorldTownScreenTravelDialogModule::REGISTER
11:42:28
UI
WorldTownScreenBarberDialogModule::REGISTER
11:42:28
UI
WorldTownScreenTavernDialogModule::REGISTER
11:42:28
UI
WorldEventPopupScreen::REGISTER
11:42:28
UI
WorldRelationsScreen::REGISTER
11:42:28
UI
IngameMenuScreen::REGISTER
11:42:28
UI
MainMenuModule::REGISTER
11:42:28
UI
LoadCampaignMenuModule::REGISTER
11:42:28
UI
SaveCampaignMenuModule::REGISTER
11:42:28
UI
OptionsMenuModule::REGISTER
11:42:28
UI
OptionsMenuModuleVideoPanel::REGISTER
11:42:28
UI
OptionsMenuModuleAudioPanel::REGISTER
11:42:28
UI
OptionsMenuModuleControlsPanel::REGISTER
11:42:28
UI
OptionsMenuModuleGameplayPanel::REGISTER
11:42:28
UI
WorldGameFinishScreen::REGISTER
11:42:28
UI
WorldGameFinishScreenDialogModule::REGISTER
11:42:28
UI
CharacterScreen::REGISTER
11:42:28
UI
CharacterScreenLeftPanelModule::REGISTER
11:42:28
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
11:42:28
UI
CharacterScreenPaperdollModule::REGISTER
11:42:28
UI
CharacterScreenSkillsModule::REGISTER
11:42:28
UI
CharacterScreenStatsModule::REGISTER
11:42:28
UI
CharacterScreenRightPanelModule::REGISTER
11:42:28
UI
CharacterScreenRightPanelHeaderModule::REGISTER
11:42:28
UI
CharacterScreenInventoryListModule::REGISTER
11:42:28
UI
CharacterScreenPerksModule::REGISTER
11:42:28
UI
CharacterScreenBrothersListModule::REGISTER
11:42:28
UI
CharacterScreenBattleStartFooterModule::REGISTER
11:42:29
Resource
Unloading: music/title.ogg
11:43:12
SQ
Location entered: Scharfenburg
11:43:16
Resource
Loading: music/worldmap_09.ogg
11:43:20
Resource
Unloading: music/worldmap_08.ogg
11:43:21
SQ
Location entered: Scharfenburg
11:43:21
Resource
Loading: music/stronghold_01.ogg
11:43:25
Resource
Unloading: music/worldmap_09.ogg
11:48:43
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
11:48:45
UI
Backpack -> Backpack (swap)
11:50:18
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
11:50:31
UI
Inventory::dropHandler: Failed to drop item. Source idx is same as target idx.
11:50:31
UI
Inventory::dragEndHandler: Failed to drop item. Not allowed.
11:51:33
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
11:52:35
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
11:53:05
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
11:53:20
UI
Paperdoll -> Stash | Ground (targetIdx: 28)
11:57:50
Resource
Loading: music/worldmap_06.ogg
11:57:54
Resource
Unloading: music/stronghold_01.ogg
11:58:36
SQ
Location entered: Viper's Den
11:58:40
SQ
Save campaign: autosave
11:58:41
Scene
Finished saving scene.
11:58:41
SQ
WorldState::onHide
11:58:42
UI
CharacterScreen::REGISTER
11:58:42
UI
CharacterScreenLeftPanelModule::REGISTER
11:58:42
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
11:58:42
UI
CharacterScreenPaperdollModule::REGISTER
11:58:42
UI
CharacterScreenSkillsModule::REGISTER
11:58:42
UI
CharacterScreenStatsModule::REGISTER
11:58:42
UI
CharacterScreenRightPanelModule::REGISTER
11:58:42
UI
CharacterScreenRightPanelHeaderModule::REGISTER
11:58:42
UI
CharacterScreenInventoryListModule::REGISTER
11:58:42
UI
CharacterScreenPerksModule::REGISTER
11:58:42
UI
CharacterScreenBrothersListModule::REGISTER
11:58:42
UI
CharacterScreenBattleStartFooterModule::REGISTER
11:58:42
UI
TacticalFleeScreen::REGISTER
11:58:42
UI
IngameMenuScreen::REGISTER
11:58:42
UI
MainMenuModule::REGISTER
11:58:42
UI
LoadCampaignMenuModule::REGISTER
11:58:42
UI
SaveCampaignMenuModule::REGISTER
11:58:42
UI
OptionsMenuModule::REGISTER
11:58:42
UI
OptionsMenuModuleVideoPanel::REGISTER
11:58:42
UI
OptionsMenuModuleAudioPanel::REGISTER
11:58:42
UI
OptionsMenuModuleControlsPanel::REGISTER
11:58:42
UI
OptionsMenuModuleGameplayPanel::REGISTER
11:58:42
UI
TacticalCombatResultScreen::REGISTER
11:58:42
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
11:58:42
UI
TacticalCombatResultScreenLootPanel::REGISTER
11:58:42
UI
TacticalScreen::REGISTER
11:58:42
UI
TacticalScreenTurnSequenceBarModule::REGISTER
11:58:42
UI
TacticalScreenOrientationOverlayModule::REGISTER
11:58:42
UI
TacticalScreenTopbarEventLogModule::REGISTER
11:58:42
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
11:58:42
UI
TacticalScreenTopbarOptionsModule::REGISTER
11:58:42
Resource
Loading: gfx/detail.png
11:58:42
Texture
Texture "gfx/detail.png" (ID: 21) took up approximately 5461kb in video memory.
11:58:42
Resource
Loading: gfx/object_0.png
11:58:42
Texture
Texture "gfx/object_0.png" (ID: 22) took up approximately 2730kb in video memory.
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,6).
11:58:42
Resource
Loading: gfx/orientation_overlay.png
11:58:42
Texture
Texture "gfx/orientation_overlay.png" (ID: 23) took up approximately 512kb in video memory.
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,7).
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,5).
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,8).
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,4).
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_marksman_low" at (20,10).
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_marksman_low" at (20,0).
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_marksman_low" at (20,9).
11:58:42
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,9).
11:58:42
SQ
TACTICAL: STASH LOCKED: true
11:58:42
SQ
Turn started for Halsten
11:58:43
SQ
INFO: Next round issued: 1
11:58:43
Resource
Started loading Resource Package "Temporary Tactical Resources".
11:58:43
Resource
Loading: music/bandits_02.ogg
11:58:43
UI
ERROR: Failed to update entity. Reason: Entity id: 109024 not found.
11:58:43
UI
ERROR: Failed to update entity. Reason: Entity id: 109026 not found.
11:58:46
Resource
Unloading: music/worldmap_06.ogg
11:59:18
SQ
Turn started for Bandit Raider
11:59:18
SQ
*
11:59:18
SQ
* Bandit Raider: Starting turn.
11:59:19
SQ
defensive score: 1.77778
11:59:19
SQ
defensive threshold: 2.90323
11:59:19
SQ
-> Behaviors to pick from:
SwitchTo.Ranged (105)(*), Engage.Melee (72.6)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
SwitchTo.Ranged (105)(*), Engage.Melee (72.6)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0)
11:59:19
SQ
-> Behavior picked: SwitchTo.Ranged (105)
11:59:19
SQ
* Bandit Raider: Switching to ranged weapon!
11:59:19
SQ
defensive score: 1.77778
11:59:19
SQ
defensive threshold: 2.90323
11:59:20
SQ
-> Behaviors to pick from:
Engage.Melee (110)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
Engage.Melee (110)(*), Idle (1), Defend (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Attack.Puncture (0), Defend.Shieldwall (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
11:59:20
SQ
-> Behavior picked: Engage.Melee (110)
11:59:20
SQ
* Bandit Raider: Engaging to melee range with Raban the Apprentice (visible), accepted_distance=0
11:59:20
SQ
* Bandit Raider: Reached engage destination
11:59:20
SQ
defensive score: 1.77778
11:59:20
SQ
defensive threshold: 2.90323
11:59:20
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.KnockOut (0), Retreat (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.Default (0), Defend.Riposte (0), Attack.CrushArmor (0), Defend.Knockback (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Engage.Melee (0)
11:59:20
SQ
-> Behavior picked: Idle (1)
11:59:21
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
11:59:21
SQ
* ---------------------------------------------------
11:59:21
SQ
Turn started for Torleif the Follower
12:00:56
SQ
Turn started for Bandit Raider
12:00:56
SQ
*
12:00:56
SQ
* Bandit Raider: Starting turn.
12:00:56
SQ
defensive score: 1.77778
12:00:56
SQ
defensive threshold: 2.90323
12:00:56
SQ
-> Behaviors to pick from:
Engage.Melee (99.6875)(*), 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 (99.6875)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:00:56
SQ
-> Behavior picked: Engage.Melee (99.6875)
12:00:57
SQ
* Bandit Raider: Engaging to melee range with Torleif the Follower (visible), accepted_distance=0
12:00:58
SQ
* Bandit Raider: Reached engage destination
12:00:58
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:00:58
SQ
-> Behavior picked: Idle (1)
12:00:58
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
12:00:58
SQ
* ---------------------------------------------------
12:00:58
SQ
Turn started for Bandit Marksman
12:00:58
SQ
*
12:00:58
SQ
* Bandit Marksman: Starting turn.
12:00:59
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:00:59
SQ
-> Behaviors to pick from:
Attack.Bow (54.8744)(*), 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 (54.8744)(*), 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)
12:00:59
SQ
-> Behavior picked: Attack.Bow (54.8744)
12:01:00
SQ
* Bandit Marksman: Using Aimed Shot against Volker!
12:01:00
SQ
Bandit Marksman uses skill Aimed Shot
12:01:03
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)
12:01:03
SQ
-> Behavior picked: Idle (1)
12:01:03
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:01:03
SQ
* ---------------------------------------------------
12:01:03
SQ
Turn started for Bandit Marksman
12:01:03
SQ
*
12:01:03
SQ
* Bandit Marksman: Starting turn.
12:01:04
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:01:04
SQ
-> Behaviors to pick from:
Attack.Bow (55.2945)(*), 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 (55.2945)(*), 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)
12:01:04
SQ
-> Behavior picked: Attack.Bow (55.2945)
12:01:04
SQ
* Bandit Marksman: Using Aimed Shot against Adelbert!
12:01:04
SQ
Bandit Marksman uses skill Aimed Shot
12:01:08
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)
12:01:08
SQ
-> Behavior picked: Idle (1)
12:01:08
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:01:08
SQ
* ---------------------------------------------------
12:01:08
SQ
Turn started for Bandit Marksman
12:01:08
SQ
*
12:01:08
SQ
* Bandit Marksman: Starting turn.
12:01:08
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:01:08
SQ
-> Behaviors to pick from:
Attack.Bow (54.8744)(*), 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 (54.8744)(*), 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)
12:01:08
SQ
-> Behavior picked: Attack.Bow (54.8744)
12:01:09
SQ
* Bandit Marksman: Using Aimed Shot against Volker!
12:01:09
SQ
Bandit Marksman uses skill Aimed Shot
12:01:12
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)
12:01:12
SQ
-> Behavior picked: Idle (1)
12:01:12
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:01:12
SQ
* ---------------------------------------------------
12:01:13
SQ
Turn started for Hakon the Quick
12:02:01
SQ
Skill [Hidden] removed from [Hakon the Quick].
12:02:03
SQ
Turn started for Bandit Raider
12:02:03
SQ
*
12:02:03
SQ
* Bandit Raider: Starting turn.
12:02:04
SQ
-> Behaviors to pick from:
Engage.Melee (116.471)(*), 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 (116.471)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:02:04
SQ
-> Behavior picked: Engage.Melee (116.471)
12:02:04
SQ
* Bandit Raider: Engaging to melee range with Hakon the Quick (visible), accepted_distance=0
12:02:05
SQ
* Bandit Raider: Reached engage destination
12:02:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:02:06
SQ
-> Behavior picked: Idle (1)
12:02:06
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
12:02:06
SQ
* ---------------------------------------------------
12:02:06
SQ
Turn started for Bandit Raider
12:02:06
SQ
*
12:02:06
SQ
* Bandit Raider: Starting turn.
12:02:07
SQ
-> Behaviors to pick from:
Engage.Melee (100)(*), 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 (100)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:02:07
SQ
-> Behavior picked: Engage.Melee (100)
12:02:07
SQ
* Bandit Raider: Engaging to melee range with Hakon the Quick (visible), accepted_distance=0
12:02:08
SQ
* Bandit Raider: Reached engage destination
12:02:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:02:08
SQ
-> Behavior picked: Idle (1)
12:02:08
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:02:08
SQ
* ---------------------------------------------------
12:02:09
SQ
Turn started for Bandit Raider
12:02:09
SQ
*
12:02:09
SQ
* Bandit Raider: Starting turn.
12:02:09
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)
12:02:09
SQ
-> Behavior picked: Engage.Melee (110)
12:02:10
SQ
* Bandit Raider: Engaging to melee range with Volker (visible), accepted_distance=0
12:02:11
SQ
* Bandit Raider: Reached engage destination
12:02:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:02:11
SQ
-> Behavior picked: Idle (1)
12:02:11
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:02:11
SQ
* ---------------------------------------------------
12:02:11
SQ
Turn started for Adelbert
12:03:28
SQ
Turn started for Bandit Raider
12:03:28
SQ
*
12:03:28
SQ
* Bandit Raider: Starting turn.
12:03:29
SQ
-> Behaviors to pick from:
Engage.Melee (185.547)(*), Defend.Shieldwall (1.24156), 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 (185.547)(*), Defend.Shieldwall (1.24156), 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)
12:03:29
SQ
-> Behavior picked: Engage.Melee (185.547)
12:03:29
SQ
* Bandit Raider: Engaging to melee range with Hakon (visible), accepted_distance=0
12:03:30
SQ
* Bandit Raider: Reached engage destination
12:03:30
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)
12:03:30
SQ
-> Behavior picked: Idle (1)
12:03:30
SQ
* Bandit Raider: Ending Turn with 0 of 9 AP left.
12:03:30
SQ
* ---------------------------------------------------
12:03:30
SQ
Turn started for Hakon
12:03:39
SQ
[Hakon] executes skill [Knock Back] on target [Bandit Raider]
12:03:39
SQ
Hakon uses skill Knock Back
12:03:39
SQ
Turn started for Raban the Apprentice
12:03:47
SQ
[Raban the Apprentice] executes skill [Knock Back] on target [Bandit Raider]
12:03:47
SQ
Raban the Apprentice uses skill Knock Back
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:47
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:03:48
SQ
Turn started for Knut
12:03:53
Resource
Loading: music/bandits_01.ogg
12:03:56
Resource
Unloading: music/bandits_02.ogg
12:04:39
SQ
[Knut] executes skill [Slash] on target [Bandit Raider]
12:04:39
SQ
Knut uses skill Slash
12:04:39
SQ
Turn started for Volker
12:05:19
SQ
Turn started for Alfred the Berserker
12:05:26
UI
Backpack -> Paperdoll (sourceItemIdx: 2)
12:05:33
SQ
[Alfred the Berserker] executes skill [Shoot Bolt] on target [Bandit Raider]
12:05:33
SQ
Alfred the Berserker uses skill Shoot Bolt
12:06:06
SQ
[Halsten] executes skill [Quick Shot] on target [Bandit Raider]
12:06:06
SQ
Halsten uses skill Quick Shot
12:06:06
SQ
INFO: Next round issued: 2
12:06:07
SQ
Turn started for Bandit Raider
12:06:07
SQ
*
12:06:07
SQ
* Bandit Raider: Starting turn.
12:06:07
SQ
-> Behaviors to pick from:
Attack.Default (48.9712)(*), Idle (1), Engage.Melee (0.0125), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
Attack.Default (48.9712)(*), Idle (1), Engage.Melee (0.0125), Attack.Split (0), Attack.Puncture (0), Attack.KnockOut (0), Defend.Riposte (0), Attack.Swing (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0)
12:06:07
SQ
-> Behavior picked: Attack.Default (48.9712)
12:06:08
SQ
* Bandit Raider: Using Throw Javelin against Knut!
12:06:08
SQ
Bandit Raider uses skill Throw Javelin
12:06:09
SQ
-> Behaviors to pick from:
Attack.Default (59.204)(*), Idle (1), Attack.Puncture (0), Attack.KnockOut (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Split (0)
Attack.Default (59.204)(*), Idle (1), Attack.Puncture (0), Attack.KnockOut (0), Engage.Melee (0), Attack.CrushArmor (0), Defend.Knockback (0), Defend.Spearwall (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), SwitchTo.Melee (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Split (0)
12:06:09
SQ
-> Behavior picked: Attack.Default (59.204)
12:06:09
SQ
* Bandit Raider: Using Throw Javelin against Knut!
12:06:09
SQ
Bandit Raider uses skill Throw Javelin
12:06:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Defend.Knockback (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), Attack.Puncture (0), Defend.Knockback (0), Engage.Melee (0), Attack.CrushArmor (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Roam (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Split (0), Attack.Default (0)
12:06:10
SQ
-> Behavior picked: Idle (1)
12:06:10
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:06:10
SQ
* ---------------------------------------------------
12:06:11
SQ
Turn started for Hakon the Quick
12:06:17
SQ
[Hakon the Quick] executes skill [Thrust] on target [Bandit Raider]
12:06:17
SQ
Hakon the Quick uses skill Thrust
12:06:25
SQ
[Hakon the Quick] executes skill [Thrust] on target [Bandit Raider]
12:06:25
SQ
Hakon the Quick uses skill Thrust
12:06:26
SQ
Turn started for Alfred the Berserker
12:06:29
SQ
[Alfred the Berserker] executes skill [Reload] on target [Alfred the Berserker]
12:06:29
SQ
Alfred the Berserker uses skill Reload
12:06:32
SQ
[Alfred the Berserker] executes skill [Shoot Bolt] on target [Bandit Raider]
12:06:32
SQ
Alfred the Berserker uses skill Shoot Bolt
12:06:33
SQ
Turn started for Torleif the Follower
12:06:38
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Raider]
12:06:38
SQ
Torleif the Follower uses skill Thrust
12:06:41
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Raider]
12:06:41
SQ
Torleif the Follower uses skill Thrust
12:06:41
SQ
Turn started for Adelbert
12:06:58
SQ
Turn started for Bandit Raider
12:06:58
SQ
*
12:06:58
SQ
* Bandit Raider: Starting turn.
12:06:59
SQ
-> Behaviors to pick from:
Attack.Default (78.8775)(*), Attack.KnockOut (50.0654)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Default (78.8775)(*), Attack.KnockOut (50.0654)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
12:06:59
SQ
-> Behavior picked: Attack.Default (78.8775)
12:06:59
SQ
* Bandit Raider: Using Bash against Hakon the Quick!
12:06:59
SQ
Bandit Raider uses skill Bash
12:06:59
SQ
-> Behaviors to pick from:
Attack.Default (78.6273)(*), Attack.KnockOut (49.383)(*), Idle (1), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
Attack.Default (78.6273)(*), Attack.KnockOut (49.383)(*), Idle (1), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
12:06:59
SQ
-> Behavior picked: Attack.Default (78.6273)
12:07:00
SQ
* Bandit Raider: Using Bash against Hakon the Quick!
12:07:00
SQ
Bandit Raider uses skill Bash
12:07:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Defend.Spearwall (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.Default (0)
12:07:00
SQ
-> Behavior picked: Idle (1)
12:07:01
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:07:01
SQ
* ---------------------------------------------------
12:07:01
SQ
Turn started for Bandit Raider
12:07:01
SQ
*
12:07:01
SQ
* Bandit Raider: Starting turn.
12:07:01
SQ
-> Behaviors to pick from:
Defend.Riposte (137.466)(*), Attack.Default (87.0542)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Defend.Riposte (137.466)(*), Attack.Default (87.0542)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
12:07:01
SQ
-> Behavior picked: Defend.Riposte (137.466)
12:07:02
SQ
* Bandit Raider: Using Riposte!
12:07:02
SQ
Bandit Raider uses skill Riposte
12:07:02
SQ
-> Behaviors to pick from:
Attack.Default (86.9108)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Retreat (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Riposte (0)
Attack.Default (86.9108)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Retreat (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Riposte (0)
12:07:02
SQ
-> Behavior picked: Attack.Default (86.9108)
12:07:03
SQ
* Bandit Raider: Using Slash against Knut!
12:07:03
SQ
Bandit Raider uses skill Slash
12:07:03
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Spearwall (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Riposte (0), Attack.Default (0)
12:07:03
SQ
-> Behavior picked: Idle (1)
12:07:03
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:07:03
SQ
* ---------------------------------------------------
12:07:03
SQ
Turn started for Bandit Raider
12:07:03
SQ
*
12:07:03
SQ
* Bandit Raider: Starting turn.
12:07:04
SQ
-> Behaviors to pick from:
Engage.Melee (131.771)(*), 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 (131.771)(*), 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)
12:07:04
SQ
-> Behavior picked: Engage.Melee (131.771)
12:07:04
SQ
* Bandit Raider: Engaging to melee range with Alfred the Berserker (visible), accepted_distance=0
12:07:05
SQ
* Bandit Raider: Reached engage destination
12:07:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Idle (1)(*), Attack.Split (0), Attack.Default (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
12:07:05
SQ
-> Behavior picked: Idle (1)
12:07:06
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
12:07:06
SQ
* ---------------------------------------------------
12:07:06
SQ
Turn started for Bandit Marksman
12:07:06
SQ
*
12:07:06
SQ
* Bandit Marksman: Starting turn.
12:07:06
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:07:06
SQ
-> Behaviors to pick from:
Attack.Bow (51.7209)(*), 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 (51.7209)(*), 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)
12:07:06
SQ
-> Behavior picked: Attack.Bow (51.7209)
12:07:07
SQ
* Bandit Marksman: Using Aimed Shot against Alfred the Berserker!
12:07:07
SQ
Bandit Marksman uses skill Aimed Shot
12:07:10
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)
12:07:10
SQ
-> Behavior picked: Idle (1)
12:07:10
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:07:10
SQ
* ---------------------------------------------------
12:07:11
SQ
Turn started for Bandit Raider
12:07:11
SQ
*
12:07:11
SQ
* Bandit Raider: Starting turn.
12:07:11
SQ
-> Behaviors to pick from:
Attack.SplitShield (131.372)(*), Attack.Default (90.1789)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Retreat (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.SplitShield (131.372)(*), Attack.Default (90.1789)(*), 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)
12:07:11
SQ
-> Behavior picked: Attack.Default (90.1789)
12:07:12
SQ
* Bandit Raider: Using Chop against Hakon the Quick!
12:07:12
SQ
Bandit Raider uses skill Chop
12:07:12
SQ
-> Behaviors to pick from:
Attack.Default (280.926)(*), Attack.SplitShield (130.064)(*), 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 (280.926)(*), Attack.SplitShield (130.064)(*), 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)
12:07:12
SQ
-> Behavior picked: Attack.Default (280.926)
12:07:13
SQ
* Bandit Raider: Using Chop against Hakon the Quick!
12:07:13
SQ
Bandit Raider uses skill Chop
12:07:13
SQ
Hakon the Quick has died.
12:07:13
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)
12:07:13
SQ
-> Behavior picked: Idle (1)
12:07:13
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:07:13
SQ
* ---------------------------------------------------
12:07:13
UI
ERROR: Failed to update entity. Reason: Entity id: 109025 not found.
12:07:13
SQ
Turn started for Bandit Marksman
12:07:13
SQ
*
12:07:13
SQ
* Bandit Marksman: Starting turn.
12:07:14
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:07:14
SQ
-> Behaviors to pick from:
Attack.Bow (52.3463)(*), 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 (52.3463)(*), 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)
12:07:14
SQ
-> Behavior picked: Attack.Bow (52.3463)
12:07:14
SQ
* Bandit Marksman: Using Quick Shot against Adelbert!
12:07:14
SQ
Bandit Marksman uses skill Quick Shot
12:07:17
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:07:17
SQ
-> Behaviors to pick from:
Attack.Bow (45.2692)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Reload (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Defend.Rotation (0), Roam (0), Flee (0)
Attack.Bow (45.2692)(*), Idle (1), SwitchTo.Ranged (0), Defend (0), Reload (0), Engage.Melee (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Defend.Rotation (0), Roam (0), Flee (0)
12:07:17
SQ
-> Behavior picked: Attack.Bow (45.2692)
12:07:17
SQ
* Bandit Marksman: Using Quick Shot against Adelbert!
12:07:17
SQ
Bandit Marksman uses skill Quick Shot
12:07:18
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), Engage.Ranged (0), BreakFree (0), Defend.Rotation (0), Roam (0), Defend (0), Attack.Bow (0)
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Reload (0), Engage.Melee (0), Flee (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), Engage.Ranged (0), BreakFree (0), Defend.Rotation (0), Roam (0), Defend (0), Attack.Bow (0)
12:07:18
SQ
-> Behavior picked: Idle (1)
12:07:18
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:07:18
SQ
* ---------------------------------------------------
12:07:18
SQ
Turn started for Bandit Marksman
12:07:18
SQ
*
12:07:18
SQ
* Bandit Marksman: Starting turn.
12:07:19
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:07:19
SQ
-> Behaviors to pick from:
Attack.Bow (62.281)(*), 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 (62.281)(*), 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)
12:07:19
SQ
-> Behavior picked: Attack.Bow (62.281)
12:07:20
SQ
* Bandit Marksman: Using Aimed Shot against Volker!
12:07:20
SQ
Bandit Marksman uses skill Aimed Shot
12:07:23
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)
12:07:23
SQ
-> Behavior picked: Idle (1)
12:07:23
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:07:23
SQ
* ---------------------------------------------------
12:07:23
SQ
Turn started for Halsten
12:07:35
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Raider]
12:07:35
SQ
Halsten uses skill Aimed Shot
12:07:37
SQ
Turn started for Volker
12:07:44
SQ
[Volker] executes skill [Thrust] on target [Bandit Raider]
12:07:44
SQ
Volker uses skill Thrust
12:07:48
SQ
Turn started for Bandit Raider
12:07:48
SQ
*
12:07:48
SQ
* Bandit Raider: Starting turn.
12:07:48
SQ
-> Behaviors to pick from:
Engage.Melee (126.5)(*), Defend.Shieldwall (5.96582), 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 (126.5)(*), Defend.Shieldwall (5.96582), 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)
12:07:48
SQ
-> Behavior picked: Engage.Melee (126.5)
12:07:48
SQ
* Bandit Raider: Engaging to melee range with Hakon (visible), accepted_distance=0
12:07:48
SQ
Skill [Hidden] removed from [Bandit Raider].
12:07:49
SQ
* Bandit Raider: Reached engage destination
12:07:49
SQ
-> Behaviors to pick from:
Attack.Default (85.0391)(*), Defend.Shieldwall (55.857)(*), 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 (85.0391)(*), Defend.Shieldwall (55.857)(*), 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)
12:07:49
SQ
-> Behavior picked: Attack.Default (85.0391)
12:07:50
SQ
* Bandit Raider: Using Slash against Hakon!
12:07:50
SQ
Bandit Raider uses skill Slash
12:07:50
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)
12:07:50
SQ
-> Behavior picked: Idle (1)
12:07:50
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
12:07:50
SQ
* ---------------------------------------------------
12:07:51
SQ
Turn started for Knut
12:07:55
SQ
[Knut] executes skill [Slash] on target [Bandit Raider]
12:07:55
SQ
Knut uses skill Slash
12:07:58
SQ
[Knut] executes skill [Slash] on target [Bandit Raider]
12:07:58
SQ
Knut uses skill Slash
12:07:59
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:07:59
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:07:59
SQ
Turn started for Hakon
12:08:08
SQ
[Hakon] executes skill [Knock Back] on target [Bandit Raider]
12:08:08
SQ
Hakon uses skill Knock Back
12:08:13
SQ
Turn started for Raban the Apprentice
12:08:33
SQ
INFO: Next round issued: 3
12:08:33
SQ
Turn started for Bandit Raider
12:08:33
SQ
*
12:08:33
SQ
* Bandit Raider: Starting turn.
12:08:34
SQ
-> Behaviors to pick from:
Attack.Default (86.9677)(*), 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 (86.9677)(*), 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)
12:08:34
SQ
-> Behavior picked: Attack.Default (86.9677)
12:08:34
SQ
* Bandit Raider: Using Split Man against Alfred the Berserker!
12:08:34
SQ
Bandit Raider uses skill Split Man
12:08:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), BreakFree (0), Defend.Riposte (0), Defend.Knockback (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Defend (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Attack.Default (0)
12:08:34
SQ
-> Behavior picked: Idle (1)
12:08:35
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
12:08:35
SQ
* ---------------------------------------------------
12:08:35
SQ
Turn started for Halsten
12:08:48
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Raider]
12:08:48
SQ
Halsten uses skill Aimed Shot
12:08:50
SQ
Turn started for Adelbert
12:08:55
SQ
[Adelbert] executes skill [Thrust] on target [Bandit Raider]
12:08:55
SQ
Adelbert uses skill Thrust
12:08:55
SQ
Bandit Raider has died.
12:08:55
SQ
Skill [Riposte] removed from [Bandit Raider].
12:09:01
SQ
Turn started for Torleif the Follower
12:09:08
Resource
Loading: music/bandits_02.ogg
12:09:11
Resource
Unloading: music/bandits_01.ogg
12:09:19
SQ
Turn started for Bandit Raider
12:09:19
SQ
*
12:09:19
SQ
* Bandit Raider: Starting turn.
12:09:20
SQ
-> Behaviors to pick from:
Attack.Default (77.0826)(*), Attack.KnockOut (31.2052)(*), Idle (1), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0)
Attack.Default (77.0826)(*), Attack.KnockOut (31.2052)(*), Idle (1), Defend.Spearwall (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Riposte (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0)
12:09:20
SQ
-> Behavior picked: Attack.Default (77.0826)
12:09:20
SQ
* Bandit Raider: Using Bash against Volker!
12:09:20
SQ
Bandit Raider uses skill Bash
12:09:20
SQ
-> Behaviors to pick from:
Attack.Default (85.3286)(*), Attack.KnockOut (20.7367), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend.Shieldwall (0), BreakFree (0), Defend.Riposte (0), Attack.Split (0), Retreat (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0)
Attack.Default (85.3286)(*), Attack.KnockOut (20.7367), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend.Shieldwall (0), BreakFree (0), Defend.Riposte (0), Attack.Split (0), Retreat (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0)
12:09:20
SQ
-> Behavior picked: Attack.Default (85.3286)
12:09:21
SQ
* Bandit Raider: Using Bash against Volker!
12:09:21
SQ
Bandit Raider uses skill Bash
12:09:21
SQ
Volker has died.
12:09:21
UI
Failed to load procedural content "procedural/tacticalentity(18055,97558,socket,arrow)".
12:09:21
UI
Failed to load procedural content "procedural/tacticalentity(15483,97558,socket,arrow)".
12:09:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), BreakFree (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Retreat (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), BreakFree (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Swing (0), Attack.Split (0), Retreat (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0)
12:09:21
SQ
-> Behavior picked: Idle (1)
12:09:21
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:09:21
SQ
* ---------------------------------------------------
12:09:22
SQ
Turn started for Bandit Marksman
12:09:22
SQ
*
12:09:22
SQ
* Bandit Marksman: Starting turn.
12:09:22
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (51.6152)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
Engage.Ranged (80)(*), Attack.Bow (51.6152)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
12:09:22
SQ
-> Behavior picked: Engage.Ranged (80)
12:09:23
SQ
* Bandit Marksman: Engaging into firing range over 2 tiles at Halsten (not visible)
12:09:24
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (53.9703)(*), Idle (1), Defend.Rotation (0), Roam (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Attack.Puncture (0), Defend (0)
Engage.Ranged (80)(*), Attack.Bow (53.9703)(*), Idle (1), Defend.Rotation (0), Roam (0), BreakFree (0), Attack.Default (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Retreat (0), Reload (0), Attack.Puncture (0), Defend (0)
12:09:24
SQ
-> Behavior picked: Engage.Ranged (80)
12:09:24
SQ
* Bandit Marksman: Engaging into firing range over 1 tiles at Halsten (visible)
12:09:24
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:09:24
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Default (0), Roam (0), Retreat (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Reload (0), Attack.Puncture (0), Defend (0), Engage.Ranged (0)
Idle (1)(*), BreakFree (0), Attack.Default (0), Roam (0), Retreat (0), SwitchTo.Melee (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Bow (0), Reload (0), Attack.Puncture (0), Defend (0), Engage.Ranged (0)
12:09:24
SQ
-> Behavior picked: Idle (1)
12:09:24
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
12:09:24
SQ
* ---------------------------------------------------
12:09:25
SQ
Turn started for Bandit Marksman
12:09:25
SQ
*
12:09:25
SQ
* Bandit Marksman: Starting turn.
12:09:25
SQ
-> Behaviors to pick from:
Engage.Ranged (80)(*), Attack.Bow (50.1453)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
Engage.Ranged (80)(*), Attack.Bow (50.1453)(*), Idle (1), Defend (0), Defend.Rotation (0), BreakFree (0), Retreat (0), Attack.Puncture (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Roam (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0)
12:09:25
SQ
-> Behavior picked: Engage.Ranged (80)
12:09:25
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Halsten (not visible)
12:09:26
SQ
No good tile in range, engaging in the general direction of the enemy!
12:09:27
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0)
Idle (1)(*), BreakFree (0), Retreat (0), Defend.Rotation (0), Roam (0), Attack.Puncture (0), Defend (0), SwitchTo.Melee (0), Flee (0), Engage.Melee (0), Attack.Bow (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0)
12:09:27
SQ
-> Behavior picked: Idle (1)
12:09:27
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
12:09:27
SQ
* ---------------------------------------------------
12:09:27
SQ
Turn started for Alfred the Berserker
12:09:35
SQ
Skill [Reload] removed from [Alfred the Berserker].
12:09:35
UI
Backpack -> Paperdoll (sourceItemIdx: 3)
12:09:43
UI
Backpack -> Paperdoll (sourceItemIdx: 1)
12:09:45
SQ
Turn started for Bandit Marksman
12:09:45
SQ
*
12:09:45
SQ
* Bandit Marksman: Starting turn.
12:09:46
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
12:09:46
SQ
-> Behaviors to pick from:
Engage.Ranged (433.333)(*), Attack.Bow (62.248), Idle (1), Engage.Melee (0), Flee (0), Retreat (0), Roam (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Reload (0), SwitchTo.Ranged (0)
Engage.Ranged (433.333)(*), Attack.Bow (62.248), Idle (1), Engage.Melee (0), Flee (0), Retreat (0), Roam (0), SwitchTo.Melee (0), Defend (0), BreakFree (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), Reload (0), SwitchTo.Ranged (0)
12:09:46
SQ
-> Behavior picked: Engage.Ranged (433.333)
12:09:46
SQ
* Bandit Marksman: Engaging into firing range over 3 tiles at Raban the Apprentice (not visible)
12:09:46
SQ
Skill [Hidden] removed from [Bandit Marksman].
12:09:47
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:09:47
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), Flee (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), Attack.Puncture (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0)
Idle (1)(*), Retreat (0), Roam (0), Flee (0), Attack.Default (0), SwitchTo.Melee (0), Engage.Melee (0), Defend (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), Attack.Puncture (0), Reload (0), SwitchTo.Ranged (0), Engage.Ranged (0)
12:09:47
SQ
-> Behavior picked: Idle (1)
12:09:47
SQ
* Bandit Marksman: Ending Turn with 3 of 9 AP left.
12:09:47
SQ
* ---------------------------------------------------
12:09:47
SQ
Turn started for Bandit Raider
12:09:48
SQ
*
12:09:48
SQ
* Bandit Raider: Starting turn.
12:09:48
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Engage.Melee (4.79167), Idle (1), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.KnockOut (0), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0)
SwitchTo.Melee (100)(*), Engage.Melee (4.79167), Idle (1), Attack.CrushArmor (0), Attack.Swing (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.KnockOut (0), Roam (0), Defend.Rotation (0), Flee (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Split (0), Attack.Default (0), Attack.Puncture (0)
12:09:48
SQ
-> Behavior picked: SwitchTo.Melee (100)
12:09:48
SQ
* Bandit Raider: Switching to melee weapon!
12:09:49
SQ
-> Behaviors to pick from:
Attack.Default (78.1436)(*), Idle (1), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0)
Attack.Default (78.1436)(*), Idle (1), Attack.Swing (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Defend.Rotation (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Retreat (0), Defend (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0)
12:09:49
SQ
-> Behavior picked: Attack.Default (78.1436)
12:09:49
SQ
* Bandit Raider: Using Flail against Adelbert!
12:09:49
SQ
Bandit Raider uses skill Flail
12:09:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Defend.Rotation (0), Defend.Knockback (0), BreakFree (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.SplitShield (0), Flee (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend (0), Attack.Split (0), Engage.Melee (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Default (0)
12:09:49
SQ
-> Behavior picked: Idle (1)
12:09:49
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:09:49
SQ
* ---------------------------------------------------
12:09:49
SQ
Turn started for Bandit Raider
12:09:49
SQ
*
12:09:49
SQ
* Bandit Raider: Starting turn.
12:09:50
SQ
-> Behaviors to pick from:
Defend.Shieldwall (153.607)(*), Attack.Default (77.939)(*), Defend.Knockback (64.9622)(*), Idle (1), Attack.Decapitate (0), Engage.Melee (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Puncture (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)
Defend.Shieldwall (153.607)(*), Attack.Default (77.939)(*), Defend.Knockback (64.9622)(*), Idle (1), Attack.Decapitate (0), Engage.Melee (0), BreakFree (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Puncture (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)
12:09:50
SQ
-> Behavior picked: Defend.Knockback (64.9622)
12:09:50
SQ
* Bandit Raider: Using Knock Back!
12:09:50
SQ
Bandit Raider uses skill Knock Back
12:09:52
SQ
-> Behaviors to pick from:
Engage.Melee (154.688)(*), Defend.Shieldwall (3.14716), Idle (1), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Puncture (0), Roam (0), BreakFree (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.Default (0)
Engage.Melee (154.688)(*), Defend.Shieldwall (3.14716), Idle (1), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Puncture (0), Roam (0), BreakFree (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.Default (0)
12:09:52
SQ
-> Behavior picked: Engage.Melee (154.688)
12:09:52
SQ
* Bandit Raider: Engaging to melee range with Hakon (visible), accepted_distance=0
12:09:52
SQ
Skill [Hidden] removed from [Bandit Raider].
12:09:53
SQ
* Bandit Raider: Reached engage destination
12:09:53
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Puncture (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.Default (0), Engage.Melee (0)
Idle (1)(*), Defend.Knockback (0), Flee (0), Attack.SplitShield (0), BreakFree (0), Defend.Spearwall (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Puncture (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.Default (0), Engage.Melee (0)
12:09:53
SQ
-> Behavior picked: Idle (1)
12:09:53
SQ
* Bandit Raider: Ending Turn with 2 of 9 AP left.
12:09:53
SQ
* ---------------------------------------------------
12:09:53
SQ
Turn started for Bandit Raider
12:09:53
SQ
*
12:09:53
SQ
* Bandit Raider: Starting turn.
12:09:54
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)
12:09:54
SQ
-> Behavior picked: Flee (9000)
12:09:54
SQ
* Bandit Raider: Fleeing.
12:09:54
SQ
Bandit Raider has died.
12:09:54
SQ
Turn started for Raban the Apprentice
12:10:11
SQ
Skill [Hidden] removed from [Raban the Apprentice].
12:10:14
SQ
Turn started for Knut
12:10:22
SQ
[Knut] executes skill [Slash] on target [Bandit Raider]
12:10:22
SQ
Knut uses skill Slash
12:10:22
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:10:22
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:10:22
SQ
Turn started for Hakon
12:10:27
SQ
[Hakon] executes skill [Knock Back] on target [Bandit Raider]
12:10:27
SQ
Hakon uses skill Knock Back
12:10:32
SQ
Skill [Hidden] removed from [Raban the Apprentice].
12:10:33
SQ
INFO: Next round issued: 4
12:10:33
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:10:33
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:10:33
SQ
Turn started for Torleif the Follower
12:10:59
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Raider]
12:10:59
SQ
Torleif the Follower uses skill Thrust
12:11:03
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Raider]
12:11:03
SQ
Torleif the Follower uses skill Thrust
12:11:03
SQ
Turn started for Bandit Raider
12:11:03
SQ
*
12:11:03
SQ
* Bandit Raider: Starting turn.
12:11:04
SQ
-> Behaviors to pick from:
Attack.SplitShield (89.6471)(*), Attack.Default (78.4138)(*), Idle (1), Defend.Knockback (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0)
Attack.SplitShield (89.6471)(*), Attack.Default (78.4138)(*), Idle (1), Defend.Knockback (0), Attack.CrushArmor (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0)
12:11:04
SQ
-> Behavior picked: Attack.SplitShield (89.6471)
12:11:04
SQ
* Bandit Raider: Using Split Shield against Torleif the Follower!
12:11:04
SQ
Bandit Raider uses skill Split Shield
12:11:04
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.SplitShield (0)
Idle (1)(*), BreakFree (0), Attack.Swing (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Defend.Knockback (0), Roam (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.Default (0), Defend (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.SplitShield (0)
12:11:04
SQ
-> Behavior picked: Idle (1)
12:11:04
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
12:11:04
SQ
* ---------------------------------------------------
12:11:05
SQ
Turn started for Bandit Marksman
12:11:05
SQ
*
12:11:05
SQ
* Bandit Marksman: Starting turn.
12:11:05
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:11:05
SQ
-> Behaviors to pick from:
Attack.Bow (38.5806)(*), Idle (1), Retreat (0), SwitchTo.Melee (0), Attack.Default (0), Defend.Rotation (0), Engage.Ranged (0), Engage.Melee (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Attack.Puncture (0), Defend (0), Roam (0), BreakFree (0)
Attack.Bow (38.5806)(*), Idle (1), Retreat (0), SwitchTo.Melee (0), Attack.Default (0), Defend.Rotation (0), Engage.Ranged (0), Engage.Melee (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Attack.Puncture (0), Defend (0), Roam (0), BreakFree (0)
12:11:05
SQ
-> Behavior picked: Attack.Bow (38.5806)
12:11:06
SQ
* Bandit Marksman: Using Aimed Shot against Alfred the Berserker!
12:11:06
SQ
Bandit Marksman uses skill Aimed Shot
12:11:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Melee (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Engage.Ranged (0), Attack.Default (0), Defend.Rotation (0), BreakFree (0), Engage.Melee (0), SwitchTo.Ranged (0), Flee (0), Reload (0), Attack.Puncture (0), Defend (0), Roam (0), SwitchTo.Melee (0), Attack.Bow (0)
12:11:07
SQ
-> Behavior picked: Idle (1)
12:11:07
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:11:07
SQ
* ---------------------------------------------------
12:11:08
SQ
Turn started for Bandit Marksman
12:11:08
SQ
*
12:11:08
SQ
* Bandit Marksman: Starting turn.
12:11:08
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:11:08
SQ
-> Behaviors to pick from:
Attack.Bow (23.0431)(*), Idle (1), Roam (0), Attack.Puncture (0), Retreat (0), Defend (0), Engage.Ranged (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Defend.Rotation (0), BreakFree (0)
Attack.Bow (23.0431)(*), Idle (1), Roam (0), Attack.Puncture (0), Retreat (0), Defend (0), Engage.Ranged (0), Flee (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Reload (0), Defend.Rotation (0), BreakFree (0)
12:11:08
SQ
-> Behavior picked: Attack.Bow (23.0431)
12:11:09
SQ
* Bandit Marksman: Using Quick Shot against Alfred the Berserker!
12:11:09
SQ
Bandit Marksman uses skill Quick Shot
12:11:10
SQ
No good tile in range, engaging in the general direction of the enemy!
12:11:10
SQ
-> Behaviors to pick from:
Attack.Bow (49.8393)(*), Idle (1), Retreat (0), Defend (0), Roam (0), Reload (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Puncture (0)
Attack.Bow (49.8393)(*), Idle (1), Retreat (0), Defend (0), Roam (0), Reload (0), Defend.Rotation (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Flee (0), Attack.Puncture (0)
12:11:10
SQ
-> Behavior picked: Attack.Bow (49.8393)
12:11:10
SQ
* Bandit Marksman: Using Quick Shot against Torleif the Follower!
12:11:10
SQ
Bandit Marksman uses skill Quick Shot
12:11:10
SQ
Skill [Dodge] removed from [Torleif the Follower].
12:11:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Defend.Rotation (0), Roam (0), Reload (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Flee (0), Defend (0), Attack.Bow (0)
Idle (1)(*), Retreat (0), Defend.Rotation (0), Roam (0), Reload (0), Attack.Puncture (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Flee (0), Defend (0), Attack.Bow (0)
12:11:11
SQ
-> Behavior picked: Idle (1)
12:11:11
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:11:11
SQ
* ---------------------------------------------------
12:11:11
SQ
Turn started for Adelbert
12:11:16
SQ
[Adelbert] executes skill [Thrust] on target [Bandit Raider]
12:11:16
SQ
Adelbert uses skill Thrust
12:11:16
SQ
Bandit Raider has died.
12:11:37
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:11:37
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:11:38
SQ
Turn started for Bandit Marksman
12:11:38
SQ
*
12:11:38
SQ
* Bandit Marksman: Starting turn.
12:11:38
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Roam (0), Engage.Melee (0), Engage.Ranged (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), Defend (0), Reload (0), SwitchTo.Ranged (0), Flee (0), Retreat (0)
SwitchTo.Melee (100)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Roam (0), Engage.Melee (0), Engage.Ranged (0), BreakFree (0), Defend.Rotation (0), Attack.Bow (0), Defend (0), Reload (0), SwitchTo.Ranged (0), Flee (0), Retreat (0)
12:11:38
SQ
-> Behavior picked: SwitchTo.Melee (100)
12:11:38
SQ
* Bandit Marksman: Switching to melee weapon!
12:11:39
SQ
-> Behaviors to pick from:
Attack.Puncture (46.2526)(*), Attack.Default (44.2619)(*), Idle (1), Roam (0), Reload (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Bow (0), Defend (0), Flee (0), Engage.Ranged (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0)
Attack.Puncture (46.2526)(*), Attack.Default (44.2619)(*), Idle (1), Roam (0), Reload (0), Engage.Melee (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.Bow (0), Defend (0), Flee (0), Engage.Ranged (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0)
12:11:39
SQ
-> Behavior picked: Attack.Puncture (46.2526)
12:11:39
SQ
* Bandit Marksman: Using Puncture against Raban the Apprentice!
12:11:39
SQ
Bandit Marksman uses skill Puncture
12:11:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0), Defend.Rotation (0), Roam (0), Attack.Bow (0), Defend (0), Flee (0), Attack.Default (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Attack.Puncture (0)
Idle (1)(*), Engage.Melee (0), SwitchTo.Ranged (0), Reload (0), Engage.Ranged (0), Defend.Rotation (0), Roam (0), Attack.Bow (0), Defend (0), Flee (0), Attack.Default (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Attack.Puncture (0)
12:11:39
SQ
-> Behavior picked: Idle (1)
12:11:39
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:11:39
SQ
* ---------------------------------------------------
12:11:39
SQ
Turn started for Halsten
12:11:46
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Marksman]
12:11:46
SQ
Halsten uses skill Aimed Shot
12:11:47
SQ
Turn started for Alfred the Berserker
12:11:53
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:11:53
SQ
Alfred the Berserker uses skill Thrust
12:11:58
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:11:58
SQ
Alfred the Berserker uses skill Thrust
12:11:58
SQ
Turn started for Bandit Raider
12:11:58
SQ
*
12:11:58
SQ
* Bandit Raider: Starting turn.
12:11:59
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Defend.Knockback (0), Defend.Riposte (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0)
Flee (9000)(*), Idle (1), Defend.Knockback (0), Defend.Riposte (0), BreakFree (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Attack.SplitShield (0), Attack.Puncture (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0)
12:11:59
SQ
-> Behavior picked: Flee (9000)
12:11:59
SQ
* Bandit Raider: Fleeing.
12:12:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Puncture (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Retreat (0), Defend.Riposte (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Flee (0)
Idle (1)(*), Defend.Knockback (0), Attack.Decapitate (0), BreakFree (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Puncture (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Swing (0), Engage.Melee (0), Attack.Split (0), Retreat (0), Defend.Riposte (0), Defend.Rotation (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Flee (0)
12:12:02
SQ
-> Behavior picked: Idle (1)
12:12:02
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:12:02
SQ
* ---------------------------------------------------
12:12:02
SQ
Turn started for Knut
12:12:06
SQ
Skill [Hidden] removed from [Knut].
12:12:09
SQ
[Knut] executes skill [Slash] on target [Bandit Marksman]
12:12:09
SQ
Knut uses skill Slash
12:12:09
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:12:09
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:12:09
SQ
Turn started for Bandit Raider
12:12:09
SQ
*
12:12:09
SQ
* Bandit Raider: Starting turn.
12:12:10
SQ
-> Behaviors to pick from:
Attack.Default (84.9327)(*), Defend.Shieldwall (55.0301)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Flee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0)
Attack.Default (84.9327)(*), Defend.Shieldwall (55.0301)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Flee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.CrushArmor (0), Defend (0), Retreat (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0)
12:12:10
SQ
-> Behavior picked: Attack.Default (84.9327)
12:12:10
SQ
* Bandit Raider: Using Slash against Hakon!
12:12:10
SQ
Bandit Raider uses skill Slash
12:12:10
SQ
-> Behaviors to pick from:
Attack.Default (84.821)(*), Defend.Shieldwall (54.1619)(*), Idle (1), Defend.Spearwall (0), Defend.Rotation (0), Flee (0), Attack.Decapitate (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Retreat (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0)
Attack.Default (84.821)(*), Defend.Shieldwall (54.1619)(*), Idle (1), Defend.Spearwall (0), Defend.Rotation (0), Flee (0), Attack.Decapitate (0), Roam (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Defend (0), Retreat (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0)
12:12:10
SQ
-> Behavior picked: Defend.Shieldwall (54.1619)
12:12:11
SQ
* Bandit Raider: Using Shieldwall!
12:12:11
SQ
Bandit Raider uses skill Shieldwall
12:12:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.Decapitate (0), Defend.Rotation (0), SwitchTo.Ranged (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Retreat (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Flee (0), Attack.Decapitate (0), Defend.Rotation (0), SwitchTo.Ranged (0), Roam (0), Defend.Spearwall (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend (0), Retreat (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Attack.Default (0)
12:12:11
SQ
-> Behavior picked: Idle (1)
12:12:12
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:12:12
SQ
* ---------------------------------------------------
12:12:12
SQ
Turn started for Raban the Apprentice
12:12:16
SQ
[Raban the Apprentice] executes skill [Thrust] on target [Bandit Marksman]
12:12:16
SQ
Raban the Apprentice uses skill Thrust
12:12:19
SQ
[Raban the Apprentice] executes skill [Thrust] on target [Bandit Marksman]
12:12:19
SQ
Raban the Apprentice uses skill Thrust
12:12:19
SQ
Turn started for Hakon
12:12:24
SQ
[Hakon] executes skill [Thrust] on target [Bandit Raider]
12:12:24
SQ
Hakon uses skill Thrust
12:12:29
SQ
INFO: Next round issued: 5
12:12:29
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:12:29
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:12:29
UI
ERROR: Failed to update entity. Reason: Entity id: 109031 not found.
12:12:30
SQ
Turn started for Torleif the Follower
12:12:34
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Raider]
12:12:34
SQ
Torleif the Follower uses skill Thrust
12:12:38
UI
Backpack -> Paperdoll (sourceItemIdx: 1)
12:12:41
SQ
Turn started for Adelbert
12:12:51
SQ
[Adelbert] executes skill [Shieldwall] on target [Adelbert]
12:12:51
SQ
Adelbert uses skill Shieldwall
12:12:51
UI
ERROR: Failed to query entity skills data for entity (13475). Reason: Invalid result.
12:12:51
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:12:51
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:12:51
SQ
Turn started for Bandit Marksman
12:12:51
SQ
*
12:12:51
SQ
* Bandit Marksman: Starting turn.
12:12:52
SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Engage.Ranged (0), Roam (0), Engage.Melee (0), Flee (0), Reload (0), Attack.Puncture (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0)
SwitchTo.Melee (100)(*), Idle (1), Defend.Rotation (0), BreakFree (0), Engage.Ranged (0), Roam (0), Engage.Melee (0), Flee (0), Reload (0), Attack.Puncture (0), Defend (0), Attack.Bow (0), SwitchTo.Ranged (0), Attack.Default (0), Retreat (0)
12:12:52
SQ
-> Behavior picked: SwitchTo.Melee (100)
12:12:52
SQ
* Bandit Marksman: Switching to melee weapon!
12:12:52
SQ
-> Behaviors to pick from:
Attack.Default (43.6914)(*), Attack.Puncture (11.3828)(*), Idle (1), Engage.Ranged (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Defend (0), Attack.Bow (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0)
Attack.Default (43.6914)(*), Attack.Puncture (11.3828)(*), Idle (1), Engage.Ranged (0), Roam (0), Defend.Rotation (0), SwitchTo.Ranged (0), Reload (0), Engage.Melee (0), Defend (0), Attack.Bow (0), Retreat (0), Flee (0), BreakFree (0), SwitchTo.Melee (0)
12:12:52
SQ
-> Behavior picked: Attack.Default (43.6914)
12:12:52
SQ
* Bandit Marksman: Using Stab against Knut!
12:12:52
SQ
Bandit Marksman uses skill Stab
12:12:52
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Roam (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Defend (0), Attack.Bow (0), Attack.Puncture (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Rotation (0), SwitchTo.Ranged (0), Roam (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Defend (0), Attack.Bow (0), Attack.Puncture (0), Flee (0), BreakFree (0), SwitchTo.Melee (0), Attack.Default (0)
12:12:52
SQ
-> Behavior picked: Idle (1)
12:12:53
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:12:53
SQ
* ---------------------------------------------------
12:12:53
UI
ERROR: Failed to update entity. Reason: Entity id: 109031 not found.
12:12:53
SQ
Turn started for Bandit Raider
12:12:53
SQ
*
12:12:53
SQ
* Bandit Raider: Starting turn.
12:12:54
SQ
-> Behaviors to pick from:
Engage.Melee (180)(*), Idle (1), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Roam (0), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0)
Engage.Melee (180)(*), Idle (1), SwitchTo.Ranged (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.Puncture (0), Defend.Riposte (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Roam (0), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0)
12:12:54
SQ
-> Behavior picked: Engage.Melee (180)
12:12:54
SQ
* Bandit Raider: Engaging to melee range with Torleif the Follower (visible), accepted_distance=0
12:12:55
SQ
* Bandit Raider: Reached engage destination
12:12:57
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Puncture (0), BreakFree (0), Defend (0), SwitchTo.Melee (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0)
Idle (1)(*), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.Puncture (0), BreakFree (0), Defend (0), SwitchTo.Melee (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Roam (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0)
12:12:57
SQ
-> Behavior picked: Idle (1)
12:12:57
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
12:12:57
SQ
* ---------------------------------------------------
12:12:57
SQ
Turn started for Bandit Marksman
12:12:57
SQ
*
12:12:57
SQ
* Bandit Marksman: Starting turn.
12:12:58
SQ
-> Behaviors to pick from:
Attack.Default (39.9719)(*), Attack.Puncture (31.5875)(*), Idle (1), Engage.Ranged (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), Reload (0), Engage.Melee (0)
Attack.Default (39.9719)(*), Attack.Puncture (31.5875)(*), Idle (1), Engage.Ranged (0), Defend.Rotation (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Roam (0), Attack.Bow (0), Reload (0), Engage.Melee (0)
12:12:58
SQ
-> Behavior picked: Attack.Puncture (31.5875)
12:12:58
SQ
* Bandit Marksman: Using Puncture against Raban the Apprentice!
12:12:58
SQ
Bandit Marksman uses skill Puncture
12:12:58
SQ
-> Behaviors to pick from:
Attack.Default (39.9719)(*), Attack.Puncture (31.0026)(*), Idle (1), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Attack.Bow (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Reload (0), BreakFree (0), Engage.Melee (0), Defend (0), Engage.Ranged (0)
Attack.Default (39.9719)(*), Attack.Puncture (31.0026)(*), Idle (1), Defend.Rotation (0), Roam (0), SwitchTo.Ranged (0), Attack.Bow (0), Flee (0), SwitchTo.Melee (0), Retreat (0), Reload (0), BreakFree (0), Engage.Melee (0), Defend (0), Engage.Ranged (0)
12:12:58
SQ
-> Behavior picked: Attack.Puncture (31.0026)
12:12:59
SQ
* Bandit Marksman: Using Puncture against Raban the Apprentice!
12:12:59
SQ
Bandit Marksman uses skill Puncture
12:12:59
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Reload (0), Attack.Puncture (0), Engage.Melee (0), Defend (0), Engage.Ranged (0), Attack.Default (0)
Idle (1)(*), SwitchTo.Ranged (0), Attack.Bow (0), Roam (0), BreakFree (0), Flee (0), Defend.Rotation (0), SwitchTo.Melee (0), Retreat (0), Reload (0), Attack.Puncture (0), Engage.Melee (0), Defend (0), Engage.Ranged (0), Attack.Default (0)
12:12:59
SQ
-> Behavior picked: Idle (1)
12:12:59
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:12:59
SQ
* ---------------------------------------------------
12:13:00
SQ
Turn started for Bandit Marksman
12:13:00
SQ
*
12:13:00
SQ
* Bandit Marksman: Starting turn.
12:13:00
SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
12:13:00
SQ
-> Behaviors to pick from:
Attack.Bow (377.347)(*), Idle (1), Reload (0), Attack.Puncture (0), Defend.Rotation (0), Flee (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), Retreat (0)
Attack.Bow (377.347)(*), Idle (1), Reload (0), Attack.Puncture (0), Defend.Rotation (0), Flee (0), Defend (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), Retreat (0)
12:13:00
SQ
-> Behavior picked: Attack.Bow (377.347)
12:13:00
SQ
* Bandit Marksman: Using Aimed Shot against Knut!
12:13:00
SQ
Bandit Marksman uses skill Aimed Shot
12:13:02
SQ
-> Behaviors to pick from:
Idle (1)(*), Reload (0), Defend (0), Defend.Rotation (0), Flee (0), Retreat (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), Attack.Bow (0)
Idle (1)(*), Reload (0), Defend (0), Defend.Rotation (0), Flee (0), Retreat (0), Attack.Default (0), SwitchTo.Ranged (0), Engage.Ranged (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Roam (0), Attack.Puncture (0), Attack.Bow (0)
12:13:02
SQ
-> Behavior picked: Idle (1)
12:13:02
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:13:02
SQ
* ---------------------------------------------------
12:13:03
SQ
Turn started for Halsten
12:13:08
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Marksman]
12:13:08
SQ
Halsten uses skill Aimed Shot
12:13:10
SQ
Turn started for Bandit Raider
12:13:10
SQ
*
12:13:10
SQ
* Bandit Raider: Starting turn.
12:13:10
SQ
-> Behaviors to pick from:
Attack.Default (283.571)(*), Attack.SplitShield (103.694)(*), Idle (1), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), BreakFree (0)
Attack.Default (283.571)(*), Attack.SplitShield (103.694)(*), Idle (1), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Shieldwall (0), Defend.Rotation (0), Attack.KnockOut (0), Defend (0), Attack.Decapitate (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), BreakFree (0)
12:13:10
SQ
-> Behavior picked: Attack.SplitShield (103.694)
12:13:11
SQ
* Bandit Raider: Using Split Shield against Torleif the Follower!
12:13:11
SQ
Bandit Raider uses skill Split Shield
12:13:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Rotation (0), Attack.KnockOut (0), Defend (0), Attack.SplitShield (0), Defend.Knockback (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.CrushArmor (0), BreakFree (0), Attack.Default (0)
12:13:11
SQ
-> Behavior picked: Idle (1)
12:13:11
SQ
* Bandit Raider: Ending Turn with 3 of 9 AP left.
12:13:11
SQ
* ---------------------------------------------------
12:13:11
UI
ERROR: Failed to update entity. Reason: Entity id: 109027 not found.
12:13:11
SQ
Turn started for Alfred the Berserker
12:13:15
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:13:15
SQ
Alfred the Berserker uses skill Thrust
12:13:19
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:13:19
SQ
Alfred the Berserker uses skill Thrust
12:13:19
SQ
Turn started for Knut
12:13:23
SQ
[Knut] executes skill [Slash] on target [Bandit Marksman]
12:13:23
SQ
Knut uses skill Slash
12:13:27
SQ
[Knut] executes skill [Slash] on target [Bandit Marksman]
12:13:27
SQ
Knut uses skill Slash
12:13:27
SQ
Bandit Marksman has died.
12:13:27
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:13:27
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:13:27
SQ
Turn started for Raban the Apprentice
12:13:32
SQ
[Raban the Apprentice] executes skill [Thrust] on target [Bandit Marksman]
12:13:32
SQ
Raban the Apprentice uses skill Thrust
12:13:34
SQ
[Raban the Apprentice] executes skill [Thrust] on target [Bandit Marksman]
12:13:34
SQ
Raban the Apprentice uses skill Thrust
12:13:35
SQ
Turn started for Bandit Raider
12:13:35
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:13:35
SQ
*
12:13:35
SQ
* Bandit Raider: Starting turn.
12:13:35
SQ
-> Behaviors to pick from:
Attack.Default (84.821)(*), Defend.Riposte (52.8431)(*), Defend.Shieldwall (49.2381)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Defend (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Rotation (0), Flee (0)
Attack.Default (84.821)(*), Defend.Riposte (52.8431)(*), Defend.Shieldwall (49.2381)(*), Idle (1), SwitchTo.Ranged (0), BreakFree (0), Defend (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Roam (0), Attack.Decapitate (0), Retreat (0), Attack.Puncture (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Rotation (0), Flee (0)
12:13:35
SQ
-> Behavior picked: Attack.Default (84.821)
12:13:35
SQ
* Bandit Raider: Using Slash against Hakon!
12:13:35
SQ
Bandit Raider uses skill Slash
12:13:36
SQ
-> Behaviors to pick from:
Attack.Default (84.6671)(*), Defend.Riposte (51.0507)(*), Defend.Shieldwall (48.1509)(*), Idle (1), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0)
Attack.Default (84.6671)(*), Defend.Riposte (51.0507)(*), Defend.Shieldwall (48.1509)(*), Idle (1), SwitchTo.Ranged (0), Attack.Decapitate (0), Retreat (0), Attack.CrushArmor (0), Roam (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Attack.Split (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0)
12:13:36
SQ
-> Behavior picked: Defend.Riposte (51.0507)
12:13:36
SQ
* Bandit Raider: Using Riposte!
12:13:36
SQ
Bandit Raider uses skill Riposte
12:13:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Shieldwall (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Split (0), Attack.Swing (0), Roam (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Attack.Default (0)
Idle (1)(*), Defend.Shieldwall (0), Retreat (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Split (0), Attack.Swing (0), Roam (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Attack.KnockOut (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Attack.Default (0)
12:13:37
SQ
-> Behavior picked: Idle (1)
12:13:37
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:13:37
SQ
* ---------------------------------------------------
12:13:37
SQ
Turn started for Hakon
12:13:42
SQ
[Hakon] executes skill [Knock Back] on target [Bandit Raider]
12:13:42
SQ
Hakon uses skill Knock Back
12:13:42
SQ
onRiposte() called for Bandit Raider
12:13:44
SQ
INFO: Next round issued: 6
12:13:44
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:13:44
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:13:45
SQ
Turn started for Torleif the Follower
12:13:49
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Raider]
12:13:49
SQ
Torleif the Follower uses skill Thrust
12:13:52
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Raider]
12:13:52
SQ
Torleif the Follower uses skill Thrust
12:13:52
SQ
Bandit Raider has died.
12:13:52
SQ
Turn started for Bandit Raider
12:13:52
SQ
*
12:13:52
SQ
* Bandit Raider: Starting turn.
12:13:53
SQ
-> Behaviors to pick from:
Attack.Default (86.6144)(*), Attack.KnockOut (47.3346)(*), Idle (1), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Defend (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0)
Attack.Default (86.6144)(*), Attack.KnockOut (47.3346)(*), Idle (1), Attack.Puncture (0), BreakFree (0), Defend.Riposte (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Defend (0), Attack.SplitShield (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0)
12:13:53
SQ
-> Behavior picked: Attack.Default (86.6144)
12:13:53
SQ
* Bandit Raider: Using Bash against Torleif the Follower!
12:13:53
SQ
Bandit Raider uses skill Bash
12:13:53
SQ
-> Behaviors to pick from:
Attack.Default (86.3396)(*), Attack.KnockOut (46.6894)(*), Idle (1), BreakFree (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0)
Attack.Default (86.3396)(*), Attack.KnockOut (46.6894)(*), Idle (1), BreakFree (0), Defend (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Split (0), Retreat (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0)
12:13:53
SQ
-> Behavior picked: Attack.KnockOut (46.6894)
12:13:54
SQ
* Bandit Raider: Using Knock Out against Torleif the Follower!
12:13:54
SQ
Bandit Raider uses skill Knock Out
12:13:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Riposte (0), Attack.SplitShield (0), Defend (0), Roam (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Defend.Riposte (0), Attack.SplitShield (0), Defend (0), Roam (0), Defend.Rotation (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.CrushArmor (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0)
12:13:54
SQ
-> Behavior picked: Idle (1)
12:13:55
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:13:55
SQ
* ---------------------------------------------------
12:13:55
SQ
Turn started for Adelbert
12:13:55
SQ
Skill [Shieldwall] removed from [Adelbert].
12:14:00
SQ
[Adelbert] executes skill [Knock Back] on target [Bandit Raider]
12:14:00
SQ
Adelbert uses skill Knock Back
12:14:01
SQ
onRiposte() called for Bandit Raider
12:14:03
SQ
[Adelbert] executes skill [Shieldwall] on target [Adelbert]
12:14:03
SQ
Adelbert uses skill Shieldwall
12:14:03
UI
ERROR: Failed to query entity skills data for entity (13475). Reason: Invalid result.
12:14:03
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:14:03
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:14:03
SQ
Turn started for Bandit Marksman
12:14:03
SQ
*
12:14:03
SQ
* Bandit Marksman: Starting turn.
12:14:04
SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
12:14:04
SQ
-> Behaviors to pick from:
Attack.Bow (433.326)(*), Engage.Ranged (355.556)(*), Idle (1), Flee (0), Retreat (0), Defend (0), Roam (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0)
Attack.Bow (433.326)(*), Engage.Ranged (355.556)(*), Idle (1), Flee (0), Retreat (0), Defend (0), Roam (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Attack.Default (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0)
12:14:04
SQ
-> Behavior picked: Attack.Bow (433.326)
12:14:04
SQ
* Bandit Marksman: Using Aimed Shot against Knut!
12:14:04
SQ
Bandit Marksman uses skill Aimed Shot
12:14:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Roam (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), Flee (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), Attack.Bow (0)
Idle (1)(*), Defend (0), Roam (0), Retreat (0), Attack.Default (0), Attack.Puncture (0), Flee (0), BreakFree (0), Engage.Melee (0), SwitchTo.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), Attack.Bow (0)
12:14:06
SQ
-> Behavior picked: Idle (1)
12:14:06
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:14:06
SQ
* ---------------------------------------------------
12:14:06
SQ
Turn started for Alfred the Berserker
12:14:18
Resource
Loading: music/bandits_01.ogg
12:14:21
SQ
[Alfred the Berserker] executes skill [Knock Back] on target [Bandit Raider]
12:14:21
SQ
Alfred the Berserker uses skill Knock Back
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
Resource
Unloading: music/bandits_02.ogg
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:21
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
TurnSequenceBar::initNextTurn -> next turn denied
12:14:22
SQ
Turn started for Halsten
12:14:33
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Marksman]
12:14:33
SQ
Halsten uses skill Aimed Shot
12:14:35
SQ
Turn started for Bandit Marksman
12:14:35
SQ
*
12:14:35
SQ
* Bandit Marksman: Starting turn.
12:14:35
SQ
-> Behaviors to pick from:
Attack.Default (39.9719)(*), Attack.Puncture (31.0026)(*), Idle (1), BreakFree (0), Flee (0), Attack.Bow (0), Defend (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Defend.Rotation (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0)
Attack.Default (39.9719)(*), Attack.Puncture (31.0026)(*), Idle (1), BreakFree (0), Flee (0), Attack.Bow (0), Defend (0), Retreat (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Defend.Rotation (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0)
12:14:35
SQ
-> Behavior picked: Attack.Default (39.9719)
12:14:35
SQ
* Bandit Marksman: Using Stab against Raban the Apprentice!
12:14:35
SQ
Bandit Marksman uses skill Stab
12:14:36
SQ
-> Behaviors to pick from:
Attack.Default (39.9719)(*), Attack.Puncture (30.7201)(*), Idle (1), Flee (0), Defend.Rotation (0), Attack.Bow (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
Attack.Default (39.9719)(*), Attack.Puncture (30.7201)(*), Idle (1), Flee (0), Defend.Rotation (0), Attack.Bow (0), SwitchTo.Melee (0), Reload (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Defend (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0)
12:14:36
SQ
-> Behavior picked: Attack.Puncture (30.7201)
12:14:36
SQ
* Bandit Marksman: Using Puncture against Raban the Apprentice!
12:14:36
SQ
Bandit Marksman uses skill Puncture
12:14:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Bow (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Attack.Bow (0), SwitchTo.Melee (0), Defend.Rotation (0), Defend (0), Reload (0), Flee (0), Engage.Ranged (0), Engage.Melee (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Retreat (0), BreakFree (0), Attack.Default (0)
12:14:36
SQ
-> Behavior picked: Idle (1)
12:14:37
SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
12:14:37
SQ
* ---------------------------------------------------
12:14:37
SQ
Turn started for Knut
12:14:48
SQ
[Knut] executes skill [Slash] on target [Bandit Marksman]
12:14:48
SQ
Knut uses skill Slash
12:14:50
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:14:50
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:14:50
SQ
Turn started for Raban the Apprentice
12:14:54
SQ
[Raban the Apprentice] executes skill [Thrust] on target [Bandit Marksman]
12:14:54
SQ
Raban the Apprentice uses skill Thrust
12:14:54
SQ
Bandit Marksman has died.
12:14:58
SQ
Turn started for Bandit Raider
12:14:58
SQ
Skill [Riposte] removed from [Bandit Raider].
12:14:58
SQ
*
12:14:58
SQ
* Bandit Raider: Starting turn.
12:14:58
SQ
-> Behaviors to pick from:
Attack.Default (251.282)(*), Defend.Shieldwall (52.1813), Idle (1), Attack.Decapitate (0), Attack.Split (0), Retreat (0), Attack.KnockOut (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0)
Attack.Default (251.282)(*), Defend.Shieldwall (52.1813), Idle (1), Attack.Decapitate (0), Attack.Split (0), Retreat (0), Attack.KnockOut (0), BreakFree (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Attack.CrushArmor (0), Attack.Swing (0), Defend.Riposte (0), Attack.SplitShield (0), Defend.Knockback (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0)
12:14:58
SQ
-> Behavior picked: Attack.Default (251.282)
12:14:58
SQ
* Bandit Raider: Using Slash against Adelbert!
12:14:58
SQ
Bandit Raider uses skill Slash
12:14:59
SQ
-> Behaviors to pick from:
Attack.Default (250.445)(*), Defend.Shieldwall (49.9921), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Retreat (0), Attack.Swing (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
Attack.Default (250.445)(*), Defend.Shieldwall (49.9921), Idle (1), Attack.Split (0), Attack.CrushArmor (0), Retreat (0), Attack.Swing (0), Attack.Puncture (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Attack.KnockOut (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0)
12:14:59
SQ
-> Behavior picked: Attack.Default (250.445)
12:14:59
SQ
* Bandit Raider: Using Slash against Adelbert!
12:14:59
SQ
Bandit Raider uses skill Slash
12:15:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0)
Idle (1)(*), Retreat (0), Attack.Swing (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Puncture (0), Attack.Split (0), Defend.Spearwall (0), Defend (0), Defend.Riposte (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend.Knockback (0), BreakFree (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.Default (0)
12:15:00
SQ
-> Behavior picked: Idle (1)
12:15:00
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:15:00
SQ
* ---------------------------------------------------
12:15:00
SQ
Turn started for Hakon
12:15:04
SQ
INFO: Next round issued: 7
12:15:04
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:15:04
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:15:04
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:15:04
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:15:04
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:15:04
SQ
Turn started for Torleif the Follower
12:15:05
SQ
Skill [Stunned] removed from [Torleif the Follower].
12:15:05
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:15:05
SQ
Turn started for Alfred the Berserker
12:15:15
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:15:15
SQ
Alfred the Berserker uses skill Thrust
12:15:15
SQ
Turn started for Bandit Marksman
12:15:15
SQ
*
12:15:15
SQ
* Bandit Marksman: Starting turn.
12:15:16
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Reload (0), Engage.Melee (0), SwitchTo.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Bow (0), BreakFree (0), Retreat (0), Defend (0)
Flee (9000)(*), Idle (1), Attack.Default (0), Attack.Puncture (0), Roam (0), Defend.Rotation (0), Reload (0), Engage.Melee (0), SwitchTo.Melee (0), Engage.Ranged (0), SwitchTo.Ranged (0), Attack.Bow (0), BreakFree (0), Retreat (0), Defend (0)
12:15:16
SQ
-> Behavior picked: Flee (9000)
12:15:16
SQ
* Bandit Marksman: Fleeing.
12:15:16
SQ
Bandit Marksman has died.
12:15:16
SQ
Turn started for Halsten
12:15:23
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Raider]
12:15:23
SQ
Halsten uses skill Aimed Shot
12:15:25
SQ
Turn started for Adelbert
12:15:25
SQ
Skill [Shieldwall] removed from [Adelbert].
12:15:29
SQ
[Adelbert] executes skill [Knock Back] on target [Bandit Raider]
12:15:29
SQ
Adelbert uses skill Knock Back
12:15:32
SQ
[Adelbert] executes skill [Shieldwall] on target [Adelbert]
12:15:32
SQ
Adelbert uses skill Shieldwall
12:15:32
UI
ERROR: Failed to query entity skills data for entity (13475). Reason: Invalid result.
12:15:32
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:15:32
UI
ERROR: Failed to update entity. Reason: Entity id: 13475 not found.
12:15:32
SQ
Turn started for Bandit Raider
12:15:32
SQ
*
12:15:32
SQ
* Bandit Raider: Starting turn.
12:15:33
SQ
-> Behaviors to pick from:
Attack.Default (56.706)(*), Attack.KnockOut (32.713)(*), Idle (1), Roam (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), Attack.CrushArmor (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Defend.Riposte (0)
Attack.Default (56.706)(*), Attack.KnockOut (32.713)(*), Idle (1), Roam (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Spearwall (0), Retreat (0), Attack.CrushArmor (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Swing (0), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Flee (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Defend.Riposte (0)
12:15:33
SQ
-> Behavior picked: Attack.Default (56.706)
12:15:33
SQ
* Bandit Raider: Using Bash against Alfred the Berserker!
12:15:33
SQ
Bandit Raider uses skill Bash
12:15:33
SQ
-> Behaviors to pick from:
Attack.Default (56.2316)(*), Attack.KnockOut (31.4857)(*), Idle (1), Defend.Rotation (0), Attack.Swing (0), Attack.SplitShield (0), BreakFree (0), Attack.CrushArmor (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Flee (0), Retreat (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Roam (0)
Attack.Default (56.2316)(*), Attack.KnockOut (31.4857)(*), Idle (1), Defend.Rotation (0), Attack.Swing (0), Attack.SplitShield (0), BreakFree (0), Attack.CrushArmor (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend.Shieldwall (0), Flee (0), Retreat (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Roam (0)
12:15:33
SQ
-> Behavior picked: Attack.Default (56.2316)
12:15:34
SQ
* Bandit Raider: Using Bash against Alfred the Berserker!
12:15:34
SQ
Bandit Raider uses skill Bash
12:15:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Flee (0), Retreat (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Roam (0), Attack.Default (0)
Idle (1)(*), Attack.SplitShield (0), BreakFree (0), Attack.Swing (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Flee (0), Retreat (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Roam (0), Attack.Default (0)
12:15:34
SQ
-> Behavior picked: Idle (1)
12:15:34
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:15:34
SQ
* ---------------------------------------------------
12:15:34
SQ
Turn started for Knut
12:15:41
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:15:41
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:15:41
SQ
Turn started for Raban the Apprentice
12:15:46
SQ
Turn started for Hakon
12:15:50
SQ
[Hakon] executes skill [Knock Back] on target [Bandit Raider]
12:15:50
SQ
Hakon uses skill Knock Back
12:15:52
SQ
Turn started for Bandit Raider
12:15:52
SQ
*
12:15:52
SQ
* Bandit Raider: Starting turn.
12:15:53
SQ
-> Behaviors to pick from:
Attack.Default (251.282)(*), Defend.Shieldwall (52.1813), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0)
Attack.Default (251.282)(*), Defend.Shieldwall (52.1813), Idle (1), Attack.KnockOut (0), Attack.Puncture (0), Attack.Swing (0), Defend.Knockback (0), Defend (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.SplitShield (0), BreakFree (0), Attack.Split (0), Engage.Melee (0), Defend.Rotation (0), Flee (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0)
12:15:53
SQ
-> Behavior picked: Attack.Default (251.282)
12:15:54
SQ
* Bandit Raider: Using Slash against Adelbert!
12:15:54
SQ
Bandit Raider uses skill Slash
12:15:56
SQ
-> Behaviors to pick from:
Attack.Default (250.445)(*), Defend.Shieldwall (49.9921), Idle (1), Attack.Puncture (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Knockback (0), Defend.Rotation (0), Flee (0), Defend (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.KnockOut (0)
Attack.Default (250.445)(*), Defend.Shieldwall (49.9921), Idle (1), Attack.Puncture (0), BreakFree (0), Attack.Swing (0), Attack.Split (0), Defend.Riposte (0), Attack.Decapitate (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Knockback (0), Defend.Rotation (0), Flee (0), Defend (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.KnockOut (0)
12:15:56
SQ
-> Behavior picked: Attack.Default (250.445)
12:15:56
SQ
* Bandit Raider: Using Slash against Adelbert!
12:15:56
SQ
Bandit Raider uses skill Slash
12:15:56
SQ
Adelbert has died.
12:15:56
SQ
Skill [Shieldwall] removed from [Adelbert].
12:15:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Rotation (0), Flee (0), Defend (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.KnockOut (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), Attack.Split (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Decapitate (0), Attack.SplitShield (0), Engage.Melee (0), Defend.Shieldwall (0), Defend.Rotation (0), Flee (0), Defend (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.KnockOut (0), Attack.Default (0)
12:15:56
SQ
-> Behavior picked: Idle (1)
12:15:56
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:15:56
SQ
* ---------------------------------------------------
12:16:00
SQ
INFO: Next round issued: 8
12:16:00
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:16:00
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:16:01
SQ
Turn started for Torleif the Follower
12:16:07
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Raider]
12:16:07
SQ
Torleif the Follower uses skill Thrust
12:16:09
SQ
Turn started for Alfred the Berserker
12:16:13
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:16:13
SQ
Alfred the Berserker uses skill Thrust
12:16:16
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:16:16
SQ
Alfred the Berserker uses skill Thrust
12:16:16
SQ
Turn started for Knut
12:16:21
SQ
[Knut] executes skill [Slash] on target [Bandit Raider]
12:16:21
SQ
Knut uses skill Slash
12:16:24
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:16:24
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:16:24
SQ
Turn started for Halsten
12:16:32
SQ
Turn started for Bandit Raider
12:16:32
SQ
*
12:16:32
SQ
* Bandit Raider: Starting turn.
12:16:32
SQ
-> Behaviors to pick from:
Attack.Default (90.9682)(*), Attack.KnockOut (36.4192)(*), Idle (1), Defend.Spearwall (0), Attack.CrushArmor (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Retreat (0), Defend.Rotation (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Swing (0), Attack.SplitShield (0)
Attack.Default (90.9682)(*), Attack.KnockOut (36.4192)(*), Idle (1), Defend.Spearwall (0), Attack.CrushArmor (0), BreakFree (0), Flee (0), SwitchTo.Melee (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Retreat (0), Defend.Rotation (0), Defend.Knockback (0), Engage.Melee (0), SwitchTo.Ranged (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Swing (0), Attack.SplitShield (0)
12:16:32
SQ
-> Behavior picked: Attack.KnockOut (36.4192)
12:16:32
SQ
* Bandit Raider: Using Knock Out against Torleif the Follower!
12:16:32
SQ
Bandit Raider uses skill Knock Out
12:16:33
SQ
-> Behaviors to pick from:
Attack.Default (289.742)(*), Attack.KnockOut (26.9455), Idle (1), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0)
Attack.Default (289.742)(*), Attack.KnockOut (26.9455), Idle (1), Attack.CrushArmor (0), Retreat (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Flee (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0)
12:16:33
SQ
-> Behavior picked: Attack.Default (289.742)
12:16:33
SQ
* Bandit Raider: Using Bash against Torleif the Follower!
12:16:33
SQ
Bandit Raider uses skill Bash
12:16:34
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Defend.Rotation (0), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.KnockOut (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Defend.Rotation (0), Retreat (0), Flee (0), Attack.Decapitate (0), Attack.CrushArmor (0), Roam (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.KnockOut (0), Engage.Melee (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Split (0), Defend (0), Defend.Riposte (0), Attack.Puncture (0), Attack.Swing (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.Default (0)
12:16:34
SQ
-> Behavior picked: Idle (1)
12:16:34
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:16:34
SQ
* ---------------------------------------------------
12:16:34
SQ
Turn started for Raban the Apprentice
12:16:44
SQ
Turn started for Bandit Raider
12:16:44
SQ
*
12:16:44
SQ
* Bandit Raider: Starting turn.
12:16:45
SQ
-> Behaviors to pick from:
Attack.Default (88.0964)(*), Defend.Shieldwall (47.4375)(*), Idle (1), Defend.Knockback (0), Defend.Riposte (0), Attack.Split (0), Flee (0), Attack.SplitShield (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Rotation (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0)
Attack.Default (88.0964)(*), Defend.Shieldwall (47.4375)(*), Idle (1), Defend.Knockback (0), Defend.Riposte (0), Attack.Split (0), Flee (0), Attack.SplitShield (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Rotation (0), Defend (0), Attack.Puncture (0), SwitchTo.Melee (0), Roam (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0)
12:16:45
SQ
-> Behavior picked: Attack.Default (88.0964)
12:16:45
SQ
* Bandit Raider: Using Slash against Hakon!
12:16:45
SQ
Bandit Raider uses skill Slash
12:16:45
SQ
-> Behaviors to pick from:
Attack.Default (87.803)(*), Defend.Shieldwall (45.4474)(*), Idle (1), Defend.Riposte (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), Roam (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0)
Attack.Default (87.803)(*), Defend.Shieldwall (45.4474)(*), Idle (1), Defend.Riposte (0), Defend (0), Attack.Split (0), Attack.Puncture (0), Engage.Melee (0), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), Roam (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0)
12:16:45
SQ
-> Behavior picked: Attack.Default (87.803)
12:16:46
SQ
* Bandit Raider: Using Slash against Hakon!
12:16:46
SQ
Bandit Raider uses skill Slash
12:16:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Melee (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Roam (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Attack.Puncture (0), Defend (0), Flee (0), Engage.Melee (0), Defend.Riposte (0), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Roam (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Defend.Knockback (0), Attack.Default (0)
12:16:46
SQ
-> Behavior picked: Idle (1)
12:16:47
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
12:16:47
SQ
* ---------------------------------------------------
12:16:47
SQ
Turn started for Hakon
12:16:51
SQ
INFO: Next round issued: 9
12:16:51
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:16:51
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:16:51
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:16:51
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:16:51
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:16:52
SQ
Turn started for Torleif the Follower
12:16:52
SQ
Skill [Stunned] removed from [Torleif the Follower].
12:16:52
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:16:52
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:16:52
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:16:53
SQ
Turn started for Alfred the Berserker
12:16:57
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:16:57
SQ
Alfred the Berserker uses skill Thrust
12:17:00
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:17:00
SQ
Alfred the Berserker uses skill Thrust
12:17:00
SQ
Turn started for Knut
12:17:04
SQ
[Knut] executes skill [Slash] on target [Bandit Raider]
12:17:04
SQ
Knut uses skill Slash
12:17:07
SQ
[Knut] executes skill [Slash] on target [Bandit Raider]
12:17:07
SQ
Knut uses skill Slash
12:17:07
SQ
Bandit Raider has died.
12:17:07
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:17:07
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:17:07
SQ
Turn started for Raban the Apprentice
12:17:12
SQ
[Raban the Apprentice] executes skill [Knock Back] on target [Bandit Raider]
12:17:12
SQ
Raban the Apprentice uses skill Knock Back
12:17:16
SQ
[Raban the Apprentice] executes skill [Thrust] on target [Bandit Raider]
12:17:16
SQ
Raban the Apprentice uses skill Thrust
12:17:16
SQ
Turn started for Halsten
12:17:20
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Raider]
12:17:20
SQ
Halsten uses skill Aimed Shot
12:17:22
SQ
Turn started for Hakon
12:17:26
SQ
[Hakon] executes skill [Knock Back] on target [Bandit Raider]
12:17:26
SQ
Hakon uses skill Knock Back
12:17:31
SQ
Turn started for Bandit Raider
12:17:31
SQ
*
12:17:31
SQ
* Bandit Raider: Starting turn.
12:17:31
SQ
-> Behaviors to pick from:
Attack.Default (85.2999)(*), Defend.Shieldwall (84.4341)(*), Defend.Knockback (46.6765)(*), Engage.Melee (10.3725), Idle (1), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Defend (0), Attack.Split (0)
Attack.Default (85.2999)(*), Defend.Shieldwall (84.4341)(*), Defend.Knockback (46.6765)(*), Engage.Melee (10.3725), Idle (1), Defend.Rotation (0), SwitchTo.Melee (0), Flee (0), Roam (0), Attack.Puncture (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Attack.CrushArmor (0), Retreat (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Attack.KnockOut (0), Defend (0), Attack.Split (0)
12:17:31
SQ
-> Behavior picked: Defend.Shieldwall (84.4341)
12:17:32
SQ
* Bandit Raider: Using Shieldwall!
12:17:32
SQ
Bandit Raider uses skill Shieldwall
12:17:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Attack.CrushArmor (0), Retreat (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Defend.Shieldwall (0), Defend (0), Attack.Split (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Attack.CrushArmor (0), Retreat (0), Roam (0), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Spearwall (0), Flee (0), Engage.Melee (0), Attack.Decapitate (0), BreakFree (0), Attack.Swing (0), Defend.Shieldwall (0), Defend (0), Attack.Split (0), Attack.Default (0)
12:17:32
SQ
-> Behavior picked: Idle (1)
12:17:32
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
12:17:32
SQ
* ---------------------------------------------------
12:17:32
SQ
INFO: Next round issued: 10
12:17:32
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:17:32
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:17:32
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:17:32
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:17:33
SQ
Turn started for Torleif the Follower
12:17:46
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:17:46
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:17:46
SQ
Turn started for Alfred the Berserker
12:17:48
SQ
Turn started for Knut
12:17:48
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:17:48
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:17:49
SQ
Turn started for Halsten
12:17:54
SQ
[Halsten] executes skill [Quick Shot] on target [Bandit Raider]
12:17:54
SQ
Halsten uses skill Quick Shot
12:18:09
SQ
Turn started for Raban the Apprentice
12:18:17
SQ
Turn started for Hakon
12:18:21
SQ
[Hakon] executes skill [Thrust] on target [Bandit Raider]
12:18:21
SQ
Hakon uses skill Thrust
12:18:23
SQ
Turn started for Bandit Raider
12:18:23
SQ
Skill [Shieldwall] removed from [Bandit Raider].
12:18:23
SQ
*
12:18:23
SQ
* Bandit Raider: Starting turn.
12:18:23
SQ
-> Behaviors to pick from:
Attack.Default (85.2999)(*), Defend.Shieldwall (84.4341)(*), Defend.Knockback (46.6765)(*), Engage.Melee (14.2623), Idle (1), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Retreat (0), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Attack.Split (0), Roam (0), Attack.Puncture (0)
Attack.Default (85.2999)(*), Defend.Shieldwall (84.4341)(*), Defend.Knockback (46.6765)(*), Engage.Melee (14.2623), Idle (1), Attack.KnockOut (0), SwitchTo.Ranged (0), Defend.Rotation (0), Attack.SplitShield (0), Defend.Riposte (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Retreat (0), BreakFree (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Attack.Split (0), Roam (0), Attack.Puncture (0)
12:18:23
SQ
-> Behavior picked: Defend.Knockback (46.6765)
12:18:24
SQ
* Bandit Raider: Using Knock Back!
12:18:24
SQ
Bandit Raider uses skill Knock Back
12:18:25
SQ
defensive score: 0
12:18:25
SQ
defensive threshold: 3
12:18:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), BreakFree (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Roam (0), Attack.Puncture (0), Attack.Default (0)
Idle (1)(*), Defend.Knockback (0), SwitchTo.Ranged (0), Defend.Riposte (0), Attack.KnockOut (0), Retreat (0), BreakFree (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), Flee (0), Defend.Rotation (0), Engage.Melee (0), Attack.Swing (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Roam (0), Attack.Puncture (0), Attack.Default (0)
12:18:25
SQ
-> Behavior picked: Idle (1)
12:18:25
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
12:18:25
SQ
* ---------------------------------------------------
12:18:29
SQ
INFO: Next round issued: 11
12:18:29
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:18:29
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:18:29
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:18:29
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:18:30
SQ
Turn started for Torleif the Follower
12:18:33
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:18:33
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:18:34
SQ
Turn started for Alfred the Berserker
12:18:38
SQ
Turn started for Knut
12:18:41
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:18:41
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:18:41
SQ
Turn started for Halsten
12:18:54
SQ
Turn started for Raban the Apprentice
12:18:59
SQ
[Raban the Apprentice] executes skill [Thrust] on target [Bandit Raider]
12:18:59
SQ
Raban the Apprentice uses skill Thrust
12:19:02
SQ
Turn started for Hakon
12:19:07
SQ
[Hakon] executes skill [Thrust] on target [Bandit Raider]
12:19:07
SQ
Hakon uses skill Thrust
12:19:10
SQ
Turn started for Bandit Raider
12:19:10
SQ
*
12:19:10
SQ
* Bandit Raider: Starting turn.
12:19:11
SQ
-> Behaviors to pick from:
Attack.Default (83.6811)(*), Idle (1), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Split (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Knockback (0)
Attack.Default (83.6811)(*), Idle (1), Attack.KnockOut (0), Retreat (0), SwitchTo.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Split (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend (0), Defend.Shieldwall (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Knockback (0)
12:19:11
SQ
-> Behavior picked: Attack.Default (83.6811)
12:19:11
SQ
* Bandit Raider: Using Slash against Hakon!
12:19:11
SQ
Bandit Raider uses skill Slash
12:19:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.Split (0), Retreat (0), Defend (0), Defend.Shieldwall (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Default (0)
Idle (1)(*), Attack.KnockOut (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Attack.SplitShield (0), Attack.Decapitate (0), Attack.CrushArmor (0), SwitchTo.Melee (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Attack.Swing (0), Attack.Split (0), Retreat (0), Defend (0), Defend.Shieldwall (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Default (0)
12:19:11
SQ
-> Behavior picked: Idle (1)
12:19:11
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
12:19:11
SQ
* ---------------------------------------------------
12:19:11
SQ
INFO: Next round issued: 12
12:19:11
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:19:11
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:19:11
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:19:11
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:19:12
SQ
Turn started for Torleif the Follower
12:19:16
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:19:16
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:19:16
SQ
Turn started for Alfred the Berserker
12:19:29
SQ
Skill [Hidden] removed from [Alfred the Berserker].
12:19:30
SQ
Turn started for Knut
12:19:32
Resource
Loading: music/bandits_02.ogg
12:19:35
Resource
Unloading: music/bandits_01.ogg
12:19:37
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:19:37
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:19:37
SQ
Turn started for Halsten
12:19:42
SQ
[Halsten] executes skill [Quick Shot] on target [Bandit Raider]
12:19:42
SQ
Halsten uses skill Quick Shot
12:19:45
SQ
Turn started for Raban the Apprentice
12:19:49
SQ
[Raban the Apprentice] executes skill [Thrust] on target [Bandit Raider]
12:19:49
SQ
Raban the Apprentice uses skill Thrust
12:19:52
SQ
Turn started for Hakon
12:19:55
SQ
[Hakon] executes skill [Thrust] on target [Bandit Raider]
12:19:55
SQ
Hakon uses skill Thrust
12:19:57
SQ
Turn started for Bandit Raider
12:19:57
SQ
*
12:19:57
SQ
* Bandit Raider: Starting turn.
12:19:58
SQ
-> Behaviors to pick from:
Attack.Default (80.2491)(*), Idle (1), Flee (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Attack.Decapitate (0), Retreat (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.KnockOut (0)
Attack.Default (80.2491)(*), Idle (1), Flee (0), Attack.SplitShield (0), Defend.Rotation (0), Attack.Swing (0), Attack.Split (0), SwitchTo.Melee (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Attack.Decapitate (0), Retreat (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.KnockOut (0)
12:19:58
SQ
-> Behavior picked: Attack.Default (80.2491)
12:19:58
SQ
* Bandit Raider: Using Slash against Hakon!
12:19:58
SQ
Bandit Raider uses skill Slash
12:19:59
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Attack.Split (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Attack.Decapitate (0), Retreat (0), Defend (0), SwitchTo.Melee (0), Attack.SplitShield (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0)
Idle (1)(*), Flee (0), Attack.Split (0), Defend.Rotation (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Defend.Spearwall (0), BreakFree (0), Engage.Melee (0), Attack.Decapitate (0), Retreat (0), Defend (0), SwitchTo.Melee (0), Attack.SplitShield (0), Roam (0), Attack.Puncture (0), Defend.Riposte (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.KnockOut (0), Attack.Default (0)
12:19:59
SQ
-> Behavior picked: Idle (1)
12:19:59
SQ
* Bandit Raider: Ending Turn with 5 of 9 AP left.
12:19:59
SQ
* ---------------------------------------------------
12:19:59
SQ
INFO: Next round issued: 13
12:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 109028 not found.
12:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 97561 not found.
12:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 97561 not found.
12:19:59
UI
ERROR: Failed to update entity. Reason: Entity id: 109028 not found.
12:19:59
SQ
Turn started for Torleif the Follower
12:20:21
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:20:21
UI
ERROR: Failed to update entity. Reason: Entity id: 87885 not found.
12:20:21
SQ
Turn started for Alfred the Berserker
12:20:25
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:20:25
SQ
Alfred the Berserker uses skill Thrust
12:20:31
SQ
[Alfred the Berserker] executes skill [Thrust] on target [Bandit Raider]
12:20:31
SQ
Alfred the Berserker uses skill Thrust
12:20:31
SQ
Turn started for Knut
12:20:40
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:20:40
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:20:40
SQ
Turn started for Halsten
12:20:57
UI
Backpack -> Paperdoll (sourceItemIdx: 0)
12:21:06
SQ
[Halsten] executes skill [Slash] on target [Bandit Raider]
12:21:06
SQ
Halsten uses skill Slash
12:21:06
SQ
Bandit Raider has died.
12:21:06
Resource
Unloading: gfx/orientation_overlay.png
12:21:06
SQ
Skill [Hidden] removed from [Alfred the Berserker].
12:21:06
Resource
Loading: music/victory_01.ogg
12:21:10
Resource
Unloading: music/bandits_02.ogg
12:21:37
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:21:37
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:21:37
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
12:21:37
SQ
World::onCombatFinished
12:21:37
SQ
TacticalState::onFinish
12:21:37
Resource
Unloading: gfx/object_0.png
12:21:37
Resource
Unloading Resource Package "Temporary Tactical Resources".
12:21:38
Resource
Unloading: gfx/detail.png
12:21:38
UI
IngameMenuScreen::UNREGISTER
12:21:38
UI
MainMenuModule::UNREGISTER
12:21:38
UI
LoadCampaignMenuModule::UNREGISTER
12:21:38
UI
SaveCampaignMenuModule::UNREGISTER
12:21:38
UI
OptionsMenuModule::UNREGISTER
12:21:38
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:21:38
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:21:38
UI
OptionsMenuModuleControlsPanel::UNREGISTER
12:21:38
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
12:21:38
UI
TacticalFleeScreen::UNREGISTER
12:21:38
UI
CharacterScreen::UNREGISTER
12:21:38
UI
CharacterScreenLeftPanelModule::UNREGISTER
12:21:38
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
12:21:38
UI
CharacterScreenPaperdollModule::UNREGISTER
12:21:38
UI
CharacterScreenSkillsModule::UNREGISTER
12:21:38
UI
CharacterScreenStatsModule::UNREGISTER
12:21:38
UI
CharacterScreenRightPanelModule::UNREGISTER
12:21:38
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
12:21:38
UI
CharacterScreenInventoryListModule::UNREGISTER
12:21:38
UI
CharacterScreenPerksModule::UNREGISTER
12:21:38
UI
CharacterScreenBrothersListModule::UNREGISTER
12:21:38
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
12:21:38
UI
TacticalScreen::UNREGISTER
12:21:38
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
12:21:38
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
12:21:38
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
12:21:38
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
12:21:38
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
12:21:38
UI
TacticalCombatResultScreen::UNREGISTER
12:21:38
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
12:21:38
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
12:21:48
UI
Backpack -> Paperdoll (sourceItemIdx: 2)
12:21:51
UI
Backpack -> Backpack (swap)
12:22:07
UI
Backpack -> Paperdoll (sourceItemIdx: 0)
12:22:36
Resource
Loading: music/worldmap_05.ogg
12:22:39
Resource
Unloading: music/victory_01.ogg
12:23:24
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
12:23:27
SQ
Attempted to remove item from empty bag slot
12:23:27
SQ
ERROR: Failed to remove item from bag.
12:23:27
UI
Backpack -> Backpack (swap)
12:23:35
UI
Backpack -> Stash | Ground (targetIdx: 48)
12:23:38
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
12:23:46
UI
Backpack -> Backpack (swap)
12:24:27
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
12:25:05
UI
Stash | Ground -> Backpack (targetItemIdx: 1)
12:26:33
UI
Stash | Ground -> Backpack (targetItemIdx: 1)
12:26:35
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
12:27:41
UI
Stash | Ground -> Backpack (targetItemIdx: 1)
12:28:58
Resource
Loading: music/worldmap_09.ogg
12:28:58
SQ
Location entered: Scharfenburg
12:29:02
Resource
Unloading: music/worldmap_09.ogg
12:29:02
Resource
Loading: music/worldmap_09.ogg
12:29:15
Resource
Unloading: music/worldmap_05.ogg
12:29:18
SQ
contract added: Secure Cemetery
12:29:21
SQ
Location entered: Scharfenburg
12:29:21
Resource
Loading: music/stronghold_01.ogg
12:29:25
Resource
Unloading: music/worldmap_09.ogg
12:31:47
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
12:32:12
UI
Backpack -> Stash | Ground (targetIdx: 28)
12:32:17
UI
Backpack -> Stash | Ground (targetIdx: 30)
12:32:20
UI
Backpack -> Stash | Ground (targetIdx: 31)
12:32:25
UI
Stash | Ground -> Backpack (targetItemIdx: 2)
12:32:30
UI
Stash | Ground -> Backpack (targetItemIdx: 1)
12:32:35
UI
Stash | Ground -> Backpack (targetItemIdx: 3)
12:34:04
Resource
Loading: music/worldmap_06.ogg
12:34:05
SQ
contract removed: 13
12:34:05
SQ
contract removed: 14
12:34:08
Resource
Unloading: music/stronghold_01.ogg
12:34:09
SQ
contract removed: 15
12:34:10
SQ
contract added: Secure Cemetery
12:34:18
SQ
contract added: Armed Courier
12:34:22
SQ
contract removed: 16
12:34:23
SQ
contract added: Drive away bandits
12:34:28
SQ
contract removed: 17
12:34:37
SQ
contract removed: 18
12:34:38
SQ
contract added: Drive away bandits
12:34:41
SQ
contract removed: 19
12:34:43
SQ
contract added: Hunting Beasts
12:34:45
SQ
contract removed: 20
12:34:46
SQ
contract added: Armed Courier
12:34:56
SQ
Save campaign: autosave
12:34:57
Scene
Finished saving scene.
12:34:58
SQ
WorldState::onHide
12:34:58
UI
CharacterScreen::REGISTER
12:34:58
UI
CharacterScreenLeftPanelModule::REGISTER
12:34:58
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
12:34:58
UI
CharacterScreenPaperdollModule::REGISTER
12:34:58
UI
CharacterScreenSkillsModule::REGISTER
12:34:58
UI
CharacterScreenStatsModule::REGISTER
12:34:58
UI
CharacterScreenRightPanelModule::REGISTER
12:34:58
UI
CharacterScreenRightPanelHeaderModule::REGISTER
12:34:59
UI
CharacterScreenInventoryListModule::REGISTER
12:34:59
UI
CharacterScreenPerksModule::REGISTER
12:34:59
UI
CharacterScreenBrothersListModule::REGISTER
12:34:59
UI
CharacterScreenBattleStartFooterModule::REGISTER
12:34:59
UI
TacticalFleeScreen::REGISTER
12:34:59
UI
IngameMenuScreen::REGISTER
12:34:59
UI
MainMenuModule::REGISTER
12:34:59
UI
LoadCampaignMenuModule::REGISTER
12:34:59
UI
SaveCampaignMenuModule::REGISTER
12:34:59
UI
OptionsMenuModule::REGISTER
12:34:59
UI
OptionsMenuModuleVideoPanel::REGISTER
12:34:59
UI
OptionsMenuModuleAudioPanel::REGISTER
12:34:59
UI
OptionsMenuModuleControlsPanel::REGISTER
12:34:59
UI
OptionsMenuModuleGameplayPanel::REGISTER
12:34:59
UI
TacticalCombatResultScreen::REGISTER
12:34:59
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
12:34:59
UI
TacticalCombatResultScreenLootPanel::REGISTER
12:34:59
UI
TacticalScreen::REGISTER
12:34:59
UI
TacticalScreenTurnSequenceBarModule::REGISTER
12:34:59
UI
TacticalScreenOrientationOverlayModule::REGISTER
12:34:59
UI
TacticalScreenTopbarEventLogModule::REGISTER
12:34:59
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
12:34:59
UI
TacticalScreenTopbarOptionsModule::REGISTER
12:34:59
Resource
Loading: gfx/detail.png
12:34:59
Texture
Texture "gfx/detail.png" (ID: 21) took up approximately 5461kb in video memory.
12:34:59
Resource
Loading: gfx/object_0.png
12:34:59
Texture
Texture "gfx/object_0.png" (ID: 22) took up approximately 2730kb in video memory.
12:34:59
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,6).
12:34:59
Resource
Loading: gfx/orientation_overlay.png
12:34:59
Texture
Texture "gfx/orientation_overlay.png" (ID: 23) took up approximately 512kb in video memory.
12:34:59
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,7).
12:34:59
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,5).
12:34:59
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,8).
12:34:59
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (19,4).
12:34:59
SQ
TACTICAL: STASH LOCKED: true
12:34:59
SQ
INFO: Next round issued: 1
12:34:59
Resource
Started loading Resource Package "Temporary Tactical Resources".
12:34:59
Resource
Loading: music/bandits_02.ogg
12:34:59
UI
ERROR: Failed to update entity. Reason: Entity id: 111237 not found.
12:34:59
UI
ERROR: Failed to update entity. Reason: Entity id: 111235 not found.
12:34:59
UI
ERROR: Failed to update entity. Reason: Entity id: 111234 not found.
12:34:59
UI
ERROR: Failed to update entity. Reason: Entity id: 111236 not found.
12:34:59
UI
ERROR: Failed to update entity. Reason: Entity id: 111238 not found.
12:35:03
Resource
Unloading: music/worldmap_06.ogg
12:35:13
SQ
Turn started for Bandit Thug
12:35:13
SQ
*
12:35:13
SQ
* Bandit Thug: Starting turn.
12:35:13
SQ
defensive score: 0
12:35:13
SQ
defensive threshold: 3
12:35:14
SQ
-> Behaviors to pick from:
Engage.Melee (113.438)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (113.438)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:35:14
SQ
-> Behavior picked: Engage.Melee (113.438)
12:35:14
SQ
* Bandit Thug: Engaging to melee range with Raban the Apprentice (visible), accepted_distance=0
12:35:15
SQ
* Bandit Thug: Reached engage destination
12:35:17
SQ
defensive score: 0
12:35:17
SQ
defensive threshold: 3
12:35:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:35:17
SQ
-> Behavior picked: Idle (1)
12:35:17
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:35:17
SQ
* ---------------------------------------------------
12:35:17
SQ
Turn started for Bandit Thug
12:35:17
SQ
*
12:35:17
SQ
* Bandit Thug: Starting turn.
12:35:17
SQ
defensive score: 0
12:35:17
SQ
defensive threshold: 3
12:35:18
SQ
-> Behaviors to pick from:
Engage.Melee (122.692)(*), 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 (122.692)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:35:18
SQ
-> Behavior picked: Engage.Melee (122.692)
12:35:18
SQ
* Bandit Thug: Engaging to melee range with Raban the Apprentice (visible), accepted_distance=0
12:35:19
SQ
* Bandit Thug: Reached engage destination
12:35:19
SQ
defensive score: 0
12:35:19
SQ
defensive threshold: 3
12:35:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:35:19
SQ
-> Behavior picked: Idle (1)
12:35:19
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:35:19
SQ
* ---------------------------------------------------
12:35:19
SQ
Turn started for Bandit Thug
12:35:19
SQ
*
12:35:19
SQ
* Bandit Thug: Starting turn.
12:35:20
SQ
defensive score: 0
12:35:20
SQ
defensive threshold: 3
12:35:20
SQ
-> Behaviors to pick from:
Engage.Melee (134.444)(*), 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 (134.444)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:35:20
SQ
-> Behavior picked: Engage.Melee (134.444)
12:35:20
SQ
* Bandit Thug: Engaging to melee range with Raban the Apprentice (visible), accepted_distance=0
12:35:21
SQ
* Bandit Thug: Reached engage destination
12:35:21
SQ
defensive score: 0
12:35:21
SQ
defensive threshold: 3
12:35:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:35:22
SQ
-> Behavior picked: Idle (1)
12:35:22
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
12:35:22
SQ
* ---------------------------------------------------
12:35:22
SQ
Turn started for Raban the Apprentice
12:35:36
SQ
[Raban the Apprentice] executes skill [Spearwall] on target [Raban the Apprentice]
12:35:36
SQ
Raban the Apprentice uses skill Spearwall
12:35:38
SQ
Turn started for Bandit Thug
12:35:38
SQ
*
12:35:38
SQ
* Bandit Thug: Starting turn.
12:35:39
SQ
defensive score: 0
12:35:39
SQ
defensive threshold: 3
12:35:39
SQ
-> Behaviors to pick from:
Engage.Melee (55.4546)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
Engage.Melee (55.4546)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:35:39
SQ
-> Behavior picked: Engage.Melee (55.4546)
12:35:39
SQ
* Bandit Thug: Engaging to melee range with Hakon (visible), accepted_distance=0
12:35:40
SQ
* Bandit Thug: Reached engage destination
12:35:40
SQ
defensive score: 0
12:35:40
SQ
defensive threshold: 3
12:35:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:35:40
SQ
-> Behavior picked: Idle (1)
12:35:40
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:35:40
SQ
* ---------------------------------------------------
12:35:41
SQ
Turn started for Bandit Thug
12:35:41
SQ
*
12:35:41
SQ
* Bandit Thug: Starting turn.
12:35:41
SQ
defensive score: 0
12:35:41
SQ
defensive threshold: 3
12:35:41
SQ
-> Behaviors to pick from:
Engage.Melee (63.474)(*), 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 (63.474)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
12:35:41
SQ
-> Behavior picked: Engage.Melee (63.474)
12:35:42
SQ
* Bandit Thug: Engaging to melee range with Hakon (visible), accepted_distance=0
12:35:43
SQ
* Bandit Thug: Reached engage destination
12:35:44
SQ
defensive score: 0
12:35:44
SQ
defensive threshold: 3
12:35:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
Idle (1)(*), Attack.Puncture (0), Attack.CrushArmor (0), Retreat (0), Attack.Split (0), BreakFree (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Default (0), Defend (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
12:35:44
SQ
-> Behavior picked: Idle (1)
12:35:44
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:35:44
SQ
* ---------------------------------------------------
12:35:45
SQ
Turn started for Knut
12:35:55
SQ
[Knut] executes skill [Chop] on target [Bandit Thug]
12:35:55
SQ
Knut uses skill Chop
12:36:08
SQ
[Torleif the Follower] executes skill [Spearwall] on target [Torleif the Follower]
12:36:08
SQ
Torleif the Follower uses skill Spearwall
12:36:14
SQ
Turn started for Hakon
12:36:39
SQ
Turn started for Alfred the Berserker
12:36:59
UI
Backpack -> Paperdoll (sourceItemIdx: 3)
12:37:05
SQ
[Alfred the Berserker] executes skill [Shoot Bolt] on target [Bandit Thug]
12:37:05
SQ
Alfred the Berserker uses skill Shoot Bolt
12:37:05
SQ
INFO: Next round issued: 2
12:37:06
SQ
Turn started for Halsten
12:37:12
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Thug]
12:37:12
SQ
Halsten uses skill Aimed Shot
12:37:13
SQ
Turn started for Alfred the Berserker
12:37:16
SQ
[Alfred the Berserker] executes skill [Reload] on target [Alfred the Berserker]
12:37:16
SQ
Alfred the Berserker uses skill Reload
12:37:18
SQ
[Alfred the Berserker] executes skill [Shoot Bolt] on target [Bandit Thug]
12:37:18
SQ
Alfred the Berserker uses skill Shoot Bolt
12:37:18
SQ
Bandit Thug has died.
12:37:18
UI
Failed to load procedural content "procedural/tacticalentity(8315,111234,socket,arrow)".
12:37:18
SQ
Turn started for Bandit Thug
12:37:18
SQ
*
12:37:18
SQ
* Bandit Thug: Starting turn.
12:37:19
SQ
-> Behaviors to pick from:
Engage.Melee (129.375)(*), 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 (129.375)(*), 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)
12:37:19
SQ
-> Behavior picked: Engage.Melee (129.375)
12:37:19
SQ
* Bandit Thug: Engaging to melee range with Knut (visible), accepted_distance=0
12:37:20
SQ
* Bandit Thug: Reached engage destination
12:37:20
SQ
-> Behaviors to pick from:
Attack.Default (45.8259)(*), Attack.KnockOut (30.275)(*), Idle (1), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
Attack.Default (45.8259)(*), Attack.KnockOut (30.275)(*), Idle (1), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Split (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
12:37:20
SQ
-> Behavior picked: Attack.Default (45.8259)
12:37:21
SQ
* Bandit Thug: Using Bash against Knut!
12:37:21
SQ
Bandit Thug uses skill Bash
12:37:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Split (0), Defend (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Attack.Split (0), Defend (0), Defend.Spearwall (0), Defend.Riposte (0), Attack.Swing (0), Attack.CrushArmor (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Knockback (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
12:37:21
SQ
-> Behavior picked: Idle (1)
12:37:21
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:37:21
SQ
* ---------------------------------------------------
12:37:22
SQ
Turn started for Bandit Thug
12:37:22
SQ
*
12:37:22
SQ
* Bandit Thug: Starting turn.
12:37:22
SQ
-> Behaviors to pick from:
Engage.Melee (87.9588)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
Engage.Melee (87.9588)(*), 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)
12:37:22
SQ
-> Behavior picked: Engage.Melee (87.9588)
12:37:23
SQ
* Bandit Thug: Engaging to melee range with Torleif the Follower (visible), accepted_distance=0
12:37:24
SQ
* Bandit Thug: Reached engage destination
12:37:26
SQ
-> Behaviors to pick from:
Engage.Melee (195)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (195)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
12:37:26
SQ
-> Behavior picked: Engage.Melee (195)
12:37:26
SQ
* Bandit Thug: Engaging to melee range with Hakon (visible), accepted_distance=0
12:37:26
SQ
* Bandit Thug: Reached engage destination
12:37:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Defend.Shieldwall (0), Attack.Split (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.Swing (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Engage.Melee (0)
12:37:26
SQ
-> Behavior picked: Idle (1)
12:37:26
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:37:26
SQ
* ---------------------------------------------------
12:37:27
SQ
Turn started for Bandit Thug
12:37:27
SQ
*
12:37:27
SQ
* Bandit Thug: Starting turn.
12:37:27
SQ
-> Behaviors to pick from:
Engage.Melee (89.2831)(*), 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 (89.2831)(*), 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)
12:37:27
SQ
-> Behavior picked: Engage.Melee (89.2831)
12:37:28
SQ
* Bandit Thug: Engaging to melee range with Torleif the Follower (visible), accepted_distance=0
12:37:28
SQ
* Bandit Thug: Reached engage destination
12:37:30
SQ
-> Behaviors to pick from:
Engage.Melee (116.456)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
Engage.Melee (116.456)(*), Idle (1), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Split (0), Defend (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0)
12:37:30
SQ
-> Behavior picked: Engage.Melee (116.456)
12:37:30
SQ
* Bandit Thug: Engaging to melee range with Torleif the Follower (visible), accepted_distance=0
12:37:30
SQ
* Bandit Thug: Reached engage destination
12:37:32
SQ
-> Behaviors to pick from:
Engage.Melee (116.456)(*), Idle (1), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0)
Engage.Melee (116.456)(*), Idle (1), Attack.Split (0), Defend (0), Attack.CrushArmor (0), Defend.Riposte (0), Defend.Knockback (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Roam (0), Attack.Swing (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0)
12:37:32
SQ
-> Behavior picked: Engage.Melee (116.456)
12:37:32
SQ
* Bandit Thug: Engaging to melee range with Torleif the Follower (visible), accepted_distance=0
12:37:33
SQ
* Bandit Thug: Reached engage destination
12:37:34
SQ
-> Behaviors to pick from:
Engage.Melee (116.456)(*), Idle (1), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.SplitShield (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0)
Engage.Melee (116.456)(*), Idle (1), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Split (0), Attack.SplitShield (0), Roam (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0)
12:37:34
SQ
-> Behavior picked: Engage.Melee (116.456)
12:37:34
SQ
* Bandit Thug: Engaging to melee range with Torleif the Follower (visible), accepted_distance=0
12:37:35
SQ
* Bandit Thug: Reached engage destination
12:37:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Riposte (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Engage.Melee (0)
Idle (1)(*), Attack.CrushArmor (0), Roam (0), Attack.Split (0), Attack.SplitShield (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Melee (0), Attack.Decapitate (0), Defend.Riposte (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Engage.Melee (0)
12:37:37
SQ
-> Behavior picked: Idle (1)
12:37:37
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:37:37
SQ
* ---------------------------------------------------
12:37:37
SQ
Turn started for Torleif the Follower
12:37:37
SQ
Skill [Spearwall] removed from [Torleif the Follower].
12:37:42
SQ
[Torleif the Follower] executes skill [Spearwall] on target [Torleif the Follower]
12:37:42
SQ
Torleif the Follower uses skill Spearwall
12:37:46
SQ
Turn started for Bandit Thug
12:37:46
SQ
*
12:37:46
SQ
* Bandit Thug: Starting turn.
12:37:47
SQ
-> Behaviors to pick from:
Attack.Default (66.1425)(*), Defend.Riposte (40.0149)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
Attack.Default (66.1425)(*), Defend.Riposte (40.0149)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Retreat (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
12:37:47
SQ
-> Behavior picked: Attack.Default (66.1425)
12:37:47
SQ
* Bandit Thug: Using Slash against Knut!
12:37:47
SQ
Bandit Thug uses skill Slash
12:37:47
SQ
-> Behaviors to pick from:
Attack.Default (70.2277)(*), Defend.Riposte (39.0406)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
Attack.Default (70.2277)(*), Defend.Riposte (39.0406)(*), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0)
12:37:47
SQ
-> Behavior picked: Attack.Default (70.2277)
12:37:48
SQ
* Bandit Thug: Using Slash against Knut!
12:37:48
SQ
Bandit Thug uses skill Slash
12:37:48
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), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), 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), Defend.Riposte (0), Retreat (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Split (0), Attack.Default (0)
12:37:48
SQ
-> Behavior picked: Idle (1)
12:37:49
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:37:49
SQ
* ---------------------------------------------------
12:37:49
SQ
Turn started for Hakon
12:37:56
SQ
[Hakon] executes skill [Thrust] on target [Bandit Thug]
12:37:56
SQ
Hakon uses skill Thrust
12:37:56
SQ
Turn started for Knut
12:38:01
SQ
[Knut] executes skill [Chop] on target [Bandit Thug]
12:38:01
SQ
Knut uses skill Chop
12:38:04
SQ
[Knut] executes skill [Chop] on target [Bandit Thug]
12:38:04
SQ
Knut uses skill Chop
12:38:04
SQ
Turn started for Raban the Apprentice
12:38:04
SQ
Skill [Spearwall] removed from [Raban the Apprentice].
12:38:08
SQ
[Raban the Apprentice] executes skill [Spearwall] on target [Raban the Apprentice]
12:38:08
SQ
Raban the Apprentice uses skill Spearwall
12:38:11
SQ
INFO: Next round issued: 3
12:38:11
UI
ERROR: Failed to update entity. Reason: Entity id: 111238 not found.
12:38:12
SQ
Turn started for Halsten
12:38:16
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Thug]
12:38:16
SQ
Halsten uses skill Aimed Shot
12:38:18
SQ
Turn started for Bandit Thug
12:38:18
SQ
*
12:38:18
SQ
* Bandit Thug: Starting turn.
12:38:18
SQ
-> Behaviors to pick from:
Engage.Melee (160.714)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
Engage.Melee (160.714)(*), Idle (1), Defend (0), Attack.SplitShield (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0)
12:38:18
SQ
-> Behavior picked: Engage.Melee (160.714)
12:38:19
SQ
* Bandit Thug: Engaging to melee range with Hakon (visible), accepted_distance=0
12:38:20
SQ
* Bandit Thug: Reached engage destination
12:38:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0)
Idle (1)(*), Defend (0), Attack.Swing (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Rotation (0), SwitchTo.Ranged (0), Defend.Spearwall (0), Attack.Default (0), Defend.Riposte (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.SplitShield (0), Flee (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0)
12:38:21
SQ
-> Behavior picked: Idle (1)
12:38:21
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
12:38:21
SQ
* ---------------------------------------------------
12:38:22
SQ
Turn started for Alfred the Berserker
12:38:26
SQ
[Alfred the Berserker] executes skill [Reload] on target [Alfred the Berserker]
12:38:26
SQ
Alfred the Berserker uses skill Reload
12:38:30
SQ
[Alfred the Berserker] executes skill [Shoot Bolt] on target [Bandit Thug]
12:38:30
SQ
Alfred the Berserker uses skill Shoot Bolt
12:38:31
SQ
Turn started for Bandit Thug
12:38:31
SQ
*
12:38:31
SQ
* Bandit Thug: Starting turn.
12:38:31
SQ
-> Behaviors to pick from:
Attack.Default (47.0349)(*), Attack.KnockOut (23.6781)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Defend (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Split (0)
Attack.Default (47.0349)(*), Attack.KnockOut (23.6781)(*), Idle (1), Defend.Riposte (0), Attack.Swing (0), Defend (0), Attack.SplitShield (0), Attack.Decapitate (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Knockback (0), BreakFree (0), Attack.CrushArmor (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Split (0)
12:38:31
SQ
-> Behavior picked: Attack.KnockOut (23.6781)
12:38:32
SQ
* Bandit Thug: Using Knock Out against Knut!
12:38:32
SQ
Bandit Thug uses skill Knock Out
12:38:32
SQ
-> Behaviors to pick from:
Attack.Default (45.9258)(*), Attack.KnockOut (21.8209)(*), Idle (1), Attack.Swing (0), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0)
Attack.Default (45.9258)(*), Attack.KnockOut (21.8209)(*), Idle (1), Attack.Swing (0), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Engage.Melee (0), Defend.Knockback (0), Roam (0), Attack.SplitShield (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0)
12:38:32
SQ
-> Behavior picked: Attack.Default (45.9258)
12:38:32
SQ
* Bandit Thug: Using Bash against Knut!
12:38:32
SQ
Bandit Thug uses skill Bash
12:38:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Attack.CrushArmor (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), Defend (0), Attack.CrushArmor (0), BreakFree (0), Attack.SplitShield (0), Defend.Shieldwall (0), Attack.Swing (0), Engage.Melee (0), Defend.Knockback (0), Roam (0), Attack.KnockOut (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Retreat (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.Split (0), Defend.Riposte (0), Attack.Default (0)
12:38:33
SQ
-> Behavior picked: Idle (1)
12:38:33
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:38:33
SQ
* ---------------------------------------------------
12:38:33
UI
ERROR: Failed to update entity. Reason: Entity id: 111238 not found.
12:38:33
SQ
Turn started for Bandit Thug
12:38:33
SQ
*
12:38:33
SQ
* Bandit Thug: Starting turn.
12:38:34
SQ
-> Behaviors to pick from:
Attack.Default (70.8132)(*), Defend.Riposte (47.6975)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0)
Attack.Default (70.8132)(*), Defend.Riposte (47.6975)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0)
12:38:34
SQ
-> Behavior picked: Defend.Riposte (47.6975)
12:38:34
SQ
* Bandit Thug: Using Riposte!
12:38:34
SQ
Bandit Thug uses skill Riposte
12:38:34
SQ
-> Behaviors to pick from:
Attack.Default (69.3826)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Riposte (0)
Attack.Default (69.3826)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Defend.Shieldwall (0), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Riposte (0)
12:38:34
SQ
-> Behavior picked: Attack.Default (69.3826)
12:38:35
SQ
* Bandit Thug: Using Slash against Knut!
12:38:35
SQ
Bandit Thug uses skill Slash
12:38:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), SwitchTo.Melee (0), Defend (0), Defend.Knockback (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Default (0)
Idle (1)(*), Attack.Swing (0), SwitchTo.Melee (0), Defend (0), Defend.Knockback (0), Attack.KnockOut (0), Flee (0), Attack.Split (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.SplitShield (0), Engage.Melee (0), Attack.Puncture (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend.Riposte (0), Attack.Default (0)
12:38:35
SQ
-> Behavior picked: Idle (1)
12:38:35
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:38:35
SQ
* ---------------------------------------------------
12:38:36
SQ
Turn started for Hakon
12:38:40
SQ
[Hakon] executes skill [Thrust] on target [Bandit Thug]
12:38:40
SQ
Hakon uses skill Thrust
12:38:40
SQ
Bandit Thug has died.
12:38:44
SQ
Turn started for Bandit Thug
12:38:44
SQ
*
12:38:44
SQ
* Bandit Thug: Starting turn.
12:38:44
SQ
-> Behaviors to pick from:
Engage.Melee (183.333)(*), Idle (1), Attack.SplitShield (0), Defend.Rotation (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0)
Engage.Melee (183.333)(*), Idle (1), Attack.SplitShield (0), Defend.Rotation (0), Roam (0), SwitchTo.Melee (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Ranged (0), Defend.Riposte (0), Flee (0), Defend.Spearwall (0), Retreat (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0)
12:38:44
SQ
-> Behavior picked: Engage.Melee (183.333)
12:38:45
SQ
* Bandit Thug: Engaging to melee range with Hakon (visible), accepted_distance=0
12:38:45
SQ
* Bandit Thug: Reached engage destination
12:38:46
SQ
-> Behaviors to pick from:
Attack.Default (54.9968)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Rotation (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0)
Attack.Default (54.9968)(*), Idle (1), Roam (0), SwitchTo.Melee (0), Attack.SplitShield (0), Defend.Riposte (0), Flee (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Rotation (0), Attack.Puncture (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0)
12:38:46
SQ
-> Behavior picked: Attack.Default (54.9968)
12:38:46
SQ
* Bandit Thug: Using Flail against Hakon!
12:38:46
SQ
Bandit Thug uses skill Flail
12:38:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Flee (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), Flee (0), Attack.SplitShield (0), Defend.Riposte (0), Defend.Rotation (0), Attack.Puncture (0), Defend.Knockback (0), Attack.Swing (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Defend.Spearwall (0), Retreat (0), Defend.Shieldwall (0), SwitchTo.Melee (0), BreakFree (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Default (0)
12:38:46
SQ
-> Behavior picked: Idle (1)
12:38:47
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
12:38:47
SQ
* ---------------------------------------------------
12:38:47
SQ
Turn started for Knut
12:38:51
SQ
[Knut] executes skill [Chop] on target [Bandit Thug]
12:38:51
SQ
Knut uses skill Chop
12:38:54
SQ
[Knut] executes skill [Chop] on target [Bandit Thug]
12:38:54
SQ
Knut uses skill Chop
12:38:54
SQ
Bandit Thug has died.
12:38:54
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:38:54
UI
ERROR: Failed to update entity. Reason: Entity id: 87887 not found.
12:38:54
SQ
Turn started for Torleif the Follower
12:38:54
SQ
Skill [Spearwall] removed from [Torleif the Follower].
12:39:04
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Thug]
12:39:04
SQ
Torleif the Follower uses skill Thrust
12:39:04
SQ
Turn started for Raban the Apprentice
12:39:04
SQ
Skill [Spearwall] removed from [Raban the Apprentice].
12:39:12
SQ
INFO: Next round issued: 4
12:39:12
SQ
Turn started for Halsten
12:39:16
SQ
[Halsten] executes skill [Aimed Shot] on target [Bandit Thug]
12:39:16
SQ
Halsten uses skill Aimed Shot
12:39:18
SQ
Turn started for Alfred the Berserker
12:39:20
SQ
[Alfred the Berserker] executes skill [Reload] on target [Alfred the Berserker]
12:39:20
SQ
Alfred the Berserker uses skill Reload
12:39:23
SQ
[Alfred the Berserker] executes skill [Shoot Bolt] on target [Bandit Thug]
12:39:23
SQ
Alfred the Berserker uses skill Shoot Bolt
12:39:23
SQ
Bandit Thug has died.
12:39:23
SQ
Skill [Riposte] removed from [Bandit Thug].
12:39:23
SQ
Turn started for Hakon
12:39:30
SQ
Turn started for Torleif the Follower
12:39:35
SQ
[Torleif the Follower] executes skill [Thrust] on target [Bandit Thug]
12:39:35
SQ
Torleif the Follower uses skill Thrust
12:39:35
SQ
Bandit Thug has died.
12:39:35
Resource
Unloading: gfx/orientation_overlay.png
12:39:35
SQ
Skill [Reload] removed from [Alfred the Berserker].
12:39:35
SQ
Skill [Dodge] removed from [Torleif the Follower].
12:39:35
Resource
Loading: music/victory_01.ogg
12:39:39
Resource
Unloading: music/bandits_02.ogg
12:39:47
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:39:47
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
12:39:47
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
12:39:47
SQ
World::onCombatFinished
12:39:47
SQ
TacticalState::onFinish
12:39:47
Resource
Unloading: gfx/object_0.png
12:39:47
Resource
Unloading: gfx/detail.png
12:39:47
Resource
Unloading Resource Package "Temporary Tactical Resources".
12:39:47
UI
IngameMenuScreen::UNREGISTER
12:39:47
UI
MainMenuModule::UNREGISTER
12:39:47
UI
LoadCampaignMenuModule::UNREGISTER
12:39:47
UI
SaveCampaignMenuModule::UNREGISTER
12:39:47
UI
OptionsMenuModule::UNREGISTER
12:39:47
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:39:47
UI
OptionsMenuModuleVideoPanel::UNREGISTER
12:39:47
UI
OptionsMenuModuleControlsPanel::UNREGISTER
12:39:47
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
12:39:47
UI
TacticalFleeScreen::UNREGISTER
12:39:47
UI
CharacterScreen::UNREGISTER
12:39:47
UI
CharacterScreenLeftPanelModule::UNREGISTER
12:39:47
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
12:39:47
UI
CharacterScreenPaperdollModule::UNREGISTER
12:39:47
UI
CharacterScreenSkillsModule::UNREGISTER
12:39:47
UI
CharacterScreenStatsModule::UNREGISTER
12:39:47
UI
CharacterScreenRightPanelModule::UNREGISTER
12:39:47
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
12:39:47
UI
CharacterScreenInventoryListModule::UNREGISTER
12:39:47
UI
CharacterScreenPerksModule::UNREGISTER
12:39:47
UI
CharacterScreenBrothersListModule::UNREGISTER
12:39:47
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
12:39:47
UI
TacticalScreen::UNREGISTER
12:39:47
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
12:39:47
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
12:39:47
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
12:39:47
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
12:39:47
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
12:39:47
UI
TacticalCombatResultScreen::UNREGISTER
12:39:47
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
12:39:47
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
12:40:00
UI
Backpack -> Paperdoll (sourceItemIdx: 2)
12:40:02
UI
Backpack -> Paperdoll (sourceItemIdx: 3)
12:41:05
Resource
Loading: music/worldmap_08.ogg
12:41:08
Resource
Unloading: music/victory_01.ogg
12:41:08
UI
Backpack -> Paperdoll (sourceItemIdx: 2)
12:43:51
Resource
Loading: music/worldmap_09.ogg
12:43:54
Resource
Unloading: music/worldmap_08.ogg
12:44:53
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
12:45:23
SQ
contract added: Armed Courier
12:45:36
SQ
contract added: Armed Courier
12:45:41
SQ
showing contract: Patrol
12:45:53
SQ
Location entered: Sandkai
12:45:53
Resource
Loading: music/city_01.ogg
12:45:57
Resource
Unloading: music/worldmap_09.ogg
12:49:56
Resource
Loading: music/city_02.ogg
12:49:59
Resource
Unloading: music/city_01.ogg
12:53:21
Resource
Loading: music/city_01.ogg
12:53:24
Resource
Unloading: music/city_02.ogg
12:57:23
Resource
Loading: music/city_02.ogg
12:57:26
Resource
Unloading: music/city_01.ogg
13:00:48
Resource
Loading: music/city_01.ogg
13:00:51
Resource
Unloading: music/city_02.ogg
13:04:50
Resource
Loading: music/city_02.ogg
13:04:53
Resource
Unloading: music/city_01.ogg
13:08:15
Resource
Loading: music/city_01.ogg
13:08:18
Resource
Unloading: music/city_02.ogg
13:12:17
Resource
Loading: music/city_02.ogg
13:12:20
Resource
Unloading: music/city_01.ogg
13:15:42
Resource
Loading: music/city_01.ogg
13:15:45
Resource
Unloading: music/city_02.ogg
13:19:44
Resource
Loading: music/city_02.ogg
13:19:47
Resource
Unloading: music/city_01.ogg
13:23:09
Resource
Loading: music/city_01.ogg
13:23:12
Resource
Unloading: music/city_02.ogg
13:23:46
UI
Backpack -> Paperdoll (sourceItemIdx: 2)
13:23:50
SQ
done
13:23:50
UI
Paperdoll -> Backpack (targetItemIdx: 2)
13:27:11
Resource
Loading: music/city_02.ogg
13:27:14
Resource
Unloading: music/city_01.ogg
13:30:22
UI
Stash | Ground -> Backpack (targetItemIdx: 0)
13:30:35
UI
Stash -> Stash (swap)
13:30:36
Resource
Loading: music/city_01.ogg
13:30:37
UI
Stash -> Stash (swap)
13:30:39
Resource
Unloading: music/city_02.ogg
13:30:39
UI
Stash -> Stash (swap)
13:30:41
UI
Stash -> Stash (swap)
13:32:25
SQ
change appearance!
13:32:50
SQ
change appearance!
13:33:25
SQ
change appearance!
13:34:23
SQ
change appearance!
13:34:38
Resource
Loading: music/city_02.ogg
13:34:41
Resource
Unloading: music/city_01.ogg
13:34:50
SQ
change appearance!
13:35:05
SQ
change appearance!
13:35:30
SQ
change appearance!
13:36:12
SQ
change appearance!
13:37:51
Resource
Loading: music/worldmap_09.ogg
13:37:52
SQ
contract removed: 21
13:37:55
Resource
Unloading: music/city_02.ogg
13:39:41
SQ
contract added: Hunting Beasts
13:40:51
Resource
Loading: music/worldmap_06.ogg
13:41:18
SQ
Save campaign: Wulfheads01
13:41:19
Scene
Finished saving scene.
13:41:23
SQ
ScenarioState::onSiblingSentMessage(WorldState : AboutToFinish);
13:41:23
Resource
Unloading: music/worldmap_06.ogg
13:41:23
Resource
Loading: music/title.ogg
13:41:23
SQ
WorldState::onSiblingSentMessage(MainMenuState : FullyLoaded);
13:41:23
Resource
Unloading: music/title.ogg
13:41:23
Resource
Loading: music/title.ogg
13:41:23
SQ
Clearing World Scene
13:41:23
Resource
Unloading: music/worldmap_09.ogg
13:41:23
UI
WorldEventPopupScreen::UNREGISTER
13:41:23
UI
IngameMenuScreen::UNREGISTER
13:41:23
UI
MainMenuModule::UNREGISTER
13:41:23
UI
LoadCampaignMenuModule::UNREGISTER
13:41:23
UI
SaveCampaignMenuModule::UNREGISTER
13:41:23
UI
OptionsMenuModule::UNREGISTER
13:41:23
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:41:23
UI
OptionsMenuModuleVideoPanel::UNREGISTER
13:41:23
UI
OptionsMenuModuleControlsPanel::UNREGISTER
13:41:23
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
13:41:23
UI
WorldTownScreen::UNREGISTER
13:41:23
UI
WorldTownScreenMainDialogModule::UNREGISTER
13:41:23
UI
WorldTownScreenHireDialogModule::UNREGISTER
13:41:23
UI
WorldTownScreenShopDialogModule::UNREGISTER
13:41:23
UI
WorldTownScreenTravelDialogModule::UNREGISTER
13:41:23
UI
WorldTownScreenBarberDialogModule::UNREGISTER
13:41:23
UI
WorldTownScreenTavernDialogModule::UNREGISTER
13:41:23
UI
WorldEventScreen::UNREGISTER
13:41:23
UI
WorldGameFinishScreen::UNREGISTER
13:41:23
UI
WorldGameFinishScreenDialogModule::UNREGISTER
13:41:23
UI
WorldScreen::UNREGISTER
13:41:23
UI
WorldScreenTopbarOptionsModule::UNREGISTER
13:41:23
UI
WorldScreenTopbarDayTimeModule::UNREGISTER
13:41:23
UI
WorldScreenTopbarAssetsModule::UNREGISTER
13:41:23
UI
WorldScreenActiveContractPanelModule::UNREGISTER
13:41:23
UI
CombatDialogModule::UNREGISTER
13:41:23
UI
CharacterScreen::UNREGISTER
13:41:23
UI
CharacterScreenLeftPanelModule::UNREGISTER
13:41:23
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
13:41:23
UI
CharacterScreenPaperdollModule::UNREGISTER
13:41:23
UI
CharacterScreenSkillsModule::UNREGISTER
13:41:23
UI
CharacterScreenStatsModule::UNREGISTER
13:41:23
UI
CharacterScreenRightPanelModule::UNREGISTER
13:41:23
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
13:41:23
UI
CharacterScreenInventoryListModule::UNREGISTER
13:41:23
UI
CharacterScreenPerksModule::UNREGISTER
13:41:23
UI
CharacterScreenBrothersListModule::UNREGISTER
13:41:23
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
13:41:23
UI
WorldRelationsScreen::UNREGISTER
13:41:25
Core
Shutting down engine core.