Battle Brothers - Early Access - Build: 0.5.0.2
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Script file "scripts/ui/screens/tactical/modules/topbar/tactical_screen_topbar_options.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/tactical/modules/topbar/tactical_screen_topbar_round_information.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/tactical/modules/turn_sequence_bar/turn_sequence_bar.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/tactical/tactical_combat_result_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/tactical/tactical_flee_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/tactical/tactical_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/tooltip/modules/tooltip.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/tooltip/tooltip_events.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/tooltip/tooltip_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/dialogs/world_screen_combat_dialog_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_assets_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_datasource_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_daytime_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_options_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/world_contract_screen/world_contract_datasource_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/world_contract_screen/world_contract_screen_dialog_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/world_game_finish_screen/world_game_finish_screen_datasource_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/world_game_finish_screen/world_game_finish_screen_dialog_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_hire_dialog_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_main_dialog_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_shop_dialog_module.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/world_contract_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/world_event_popup_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/world_event_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/world_game_finish_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/world_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/ui/screens/world/world_town_screen.cnut" loaded successfully.
19:02:47Script
Script file "scripts/preload.cnut" loaded successfully.
19:02:47Renderer
Vendor: NVIDIA Corporation
19:02:47Renderer
Device: GeForce GTX 760/PCIe/SSE2
19:02:47Renderer
Version: 4.5.0 NVIDIA 355.60
19:02:47Renderer
Shader Version: 4.50 NVIDIA
19:02:47Renderer
Framebuffer Support: Yes
19:02:47Texture
Texture "gfx/fonts/cinzel_bold_20.png" (ID: 6) took up approximately 256kb in video memory.
19:02:47Resource
Loading: gfx/ui.png
19:02:47Texture
Texture "gfx/ui.png" (ID: 7) took up approximately 5461kb in video memory.
19:02:47Resource
Finished loading Resource Package "preload/on_start.txt".
19:02:47UI
Screen "RootScreen" successfully registered.
19:02:47UI
Screen "ConsoleScreen" successfully registered.
19:02:47UI
Screen "LoadingScreen" successfully registered.
19:02:47UI
Screen "TooltipScreen" successfully registered.
19:02:47UI
Screen "TacticalScreen" successfully registered.
19:02:48UI
Screen "TacticalCombatResultScreen" successfully registered.
19:02:48UI
Screen "TacticalFleeScreen" successfully registered.
19:02:48UI
Screen "WorldScreen" successfully registered.
19:02:48UI
Screen "WorldTownScreen" successfully registered.
19:02:48UI
Screen "WorldContractScreen" successfully registered.
19:02:48UI
Screen "WorldGameFinishScreen" successfully registered.
19:02:48UI
Screen "WorldEventPopupScreen" successfully registered.
19:02:48UI
Screen "WorldEventScreen" successfully registered.
19:02:48UI
Screen "MainMenuScreen" successfully registered.
19:02:48UI
Screen "WorldMenuScreen" successfully registered.
19:02:49UI
Screen "TacticalMenuScreen" successfully registered.
19:02:49UI
Screen "WorldCharacterScreen" successfully registered.
19:02:49UI
Screen "TacticalCharacterScreen" successfully registered.
19:02:49SQ
Map Template: tactical.patch.bones (Script: scripts/mapgen/templates/tactical/patches/patch_bones) registered.
19:02:49SQ
Map Template: tactical.patch.clearing (Script: scripts/mapgen/templates/tactical/patches/patch_clearing) registered.
19:02:49SQ
Map Template: tactical.patch.clearing_leveled (Script: scripts/mapgen/templates/tactical/patches/patch_clearing_leveled) registered.
19:02:49SQ
Map Template: tactical.patch.forest (Script: scripts/mapgen/templates/tactical/patches/patch_forest) registered.
19:02:49SQ
Map Template: tactical.patch.forest_fern_sea (Script: scripts/mapgen/templates/tactical/patches/patch_forest_fern_sea) registered.
19:02:49SQ
Map Template: tactical.patch.forest_mushrooms (Script: scripts/mapgen/templates/tactical/patches/patch_forest_mushrooms) registered.
19:02:49SQ
Map Template: tactical.patch.hill (Script: scripts/mapgen/templates/tactical/patches/patch_hill) registered.
19:02:49SQ
Map Template: tactical.patch.hill_forest (Script: scripts/mapgen/templates/tactical/patches/patch_hill_forest) registered.
19:02:49SQ
Map Template: tactical.patch.marshland (Script: scripts/mapgen/templates/tactical/patches/patch_marshland) registered.
19:02:49SQ
Map Template: tactical.patch.mound (Script: scripts/mapgen/templates/tactical/patches/patch_mound) registered.
19:02:49SQ
Map Template: tactical.patch.ritual_site (Script: scripts/mapgen/templates/tactical/patches/patch_ritual_site) registered.
19:02:49SQ
Map Template: tactical.patch.stone_circle (Script: scripts/mapgen/templates/tactical/patches/patch_stone_circle) registered.
19:02:49SQ
Map Template: tactical.patch.stone_sea (Script: scripts/mapgen/templates/tactical/patches/patch_stone_sea) registered.
19:02:49SQ
Map Template: tactical.forest (Script: scripts/mapgen/templates/tactical/tactical_forest) registered.
19:02:49SQ
Map Template: tactical.forest_leaves (Script: scripts/mapgen/templates/tactical/tactical_forest_leaves) registered.
19:02:49SQ
Map Template: tactical.plains (Script: scripts/mapgen/templates/tactical/tactical_plains) registered.
19:02:49SQ
Map Template: tactical.swamp (Script: scripts/mapgen/templates/tactical/tactical_swamp) registered.
19:02:49SQ
Map Template: tactical.canyon (Script: scripts/mapgen/templates/tactical/test/template_canyon) registered.
19:02:49SQ
Map Template: tactical.clear_hill (Script: scripts/mapgen/templates/tactical/test/template_clear_hill) registered.
19:02:49SQ
Map Template: tactical.combat_basics (Script: scripts/mapgen/templates/tactical/test/template_combat_basics) registered.
19:02:49SQ
Map Template: tactical.defend_the_hill (Script: scripts/mapgen/templates/tactical/test/template_defend_the_hill) registered.
19:02:49SQ
Map Template: tactical.swipe (Script: scripts/mapgen/templates/tactical/test/template_swipe) registered.
19:02:49SQ
Map Template: tactical.test_clearing (Script: scripts/mapgen/templates/tactical/test/test_clearing) registered.
19:02:49SQ
Map Template: tactical.test_dry_marshland (Script: scripts/mapgen/templates/tactical/test/test_dry_marshland) registered.
19:02:49SQ
Map Template: tactical.test_forest (Script: scripts/mapgen/templates/tactical/test/test_forest) registered.
19:02:49SQ
Map Template: tactical.test_hill (Script: scripts/mapgen/templates/tactical/test/test_hill) registered.
19:02:49SQ
Map Template: tactical.test_hunting_grounds (Script: scripts/mapgen/templates/tactical/test/test_hunting_grounds) registered.
19:02:49SQ
Map Template: tactical.test_marshland (Script: scripts/mapgen/templates/tactical/test/test_marshland) registered.
19:02:49SQ
Map Template: tactical.test_plains (Script: scripts/mapgen/templates/tactical/test/test_plains) registered.
19:02:49SQ
Map Template: tactical.test_plains_clearing (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing) registered.
19:02:49SQ
Map Template: tactical.test_plains_clearing_leveled (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing_leveled) registered.
19:02:49SQ
Map Template: tactical.test_road (Script: scripts/mapgen/templates/tactical/test/test_road) registered.
19:02:49SQ
Map Template: tactical.test_template (Script: scripts/mapgen/templates/tactical/test/test_template) registered.
19:02:49SQ
Map Template: tactical.tile.earth (Script: scripts/mapgen/templates/tactical/tiles/earth) registered.
19:02:49SQ
Map Template: tactical.tile.forest (Script: scripts/mapgen/templates/tactical/tiles/forest) registered.
19:02:49SQ
Map Template: tactical.tile.grass (Script: scripts/mapgen/templates/tactical/tiles/grass) registered.
19:02:49SQ
Map Template: tactical.tile.grass_forest (Script: scripts/mapgen/templates/tactical/tiles/grass_forest) registered.
19:02:49SQ
Map Template: tactical.tile.road (Script: scripts/mapgen/templates/tactical/tiles/road) registered.
19:02:49SQ
Map Template: tactical.tile.swamp (Script: scripts/mapgen/templates/tactical/tiles/swamp) registered.
19:02:49SQ
Map Template: world.tile.badlands (Script: scripts/mapgen/templates/world/tiles/tile_badlands) registered.
19:02:49SQ
Map Template: world.tile.farmland (Script: scripts/mapgen/templates/world/tiles/tile_farmland) registered.
19:02:49SQ
Map Template: world.tile.forest (Script: scripts/mapgen/templates/world/tiles/tile_forest) registered.
19:02:49SQ
Map Template: world.tile.forest_leaves (Script: scripts/mapgen/templates/world/tiles/tile_forest_leaves) registered.
19:02:49SQ
Map Template: world.tile.heath (Script: scripts/mapgen/templates/world/tiles/tile_heath) registered.
19:02:49SQ
Map Template: world.tile.highlands (Script: scripts/mapgen/templates/world/tiles/tile_highlands) registered.
19:02:49SQ
Map Template: world.tile.hills (Script: scripts/mapgen/templates/world/tiles/tile_hills) registered.
19:02:49SQ
Map Template: world.tile.marshland (Script: scripts/mapgen/templates/world/tiles/tile_marshland) registered.
19:02:49SQ
Map Template: world.tile.mountains (Script: scripts/mapgen/templates/world/tiles/tile_mountains) registered.
19:02:49SQ
Map Template: world.tile.plains (Script: scripts/mapgen/templates/world/tiles/tile_plains) registered.
19:02:49SQ
Map Template: world.tile.snow (Script: scripts/mapgen/templates/world/tiles/tile_snow) registered.
19:02:49SQ
Map Template: world.tile.swamp (Script: scripts/mapgen/templates/world/tiles/tile_swamp) registered.
19:02:49SQ
Map Template: world.worldmap_generator (Script: scripts/mapgen/templates/world/worldmap_generator) registered.
19:02:49SQ
RootState::onShow()
19:02:49Resource
Parsed Resource Package "preload/on_running.txt" with 203 items.
19:02:49Resource
Started loading Resource Package "preload/on_running.txt".
19:02:49Resource
Loading: gfx/entity_0.png
19:02:49UI
RootScreen::REGISTER
19:02:49UI
RootScreenVersionModule::REGISTER
19:02:49Texture
Texture "gfx/entity_0.png" (ID: 8) took up approximately 43690kb in video memory.
19:02:49Resource
Loading: music/title.music
19:02:49Resource
Loading: gfx/entity_icons.png
19:02:49UI
LoadingScreen::REGISTER
19:02:49UI
TooltipScreen::REGISTER
19:02:49Texture
Texture "gfx/entity_icons.png" (ID: 9) took up approximately 10922kb in video memory.
19:02:49Resource
Loading: gfx/effects_0.png
19:02:49UI
MainMenuScreen::REGISTER
19:02:49UI
MainMenuModule::REGISTER
19:02:49UI
LoadCampaignMenuModule::REGISTER
19:02:49UI
NewCampaignMenuModule::REGISTER
19:02:49UI
ScenarioMenuModule::REGISTER
19:02:49UI
OptionsMenuModule::REGISTER
19:02:49UI
OptionsMenuModuleVideoPanel::REGISTER
19:02:49UI
OptionsMenuModuleAudioPanel::REGISTER
19:02:49UI
OptionsMenuModuleControlsPanel::REGISTER
19:02:49UI
OptionsMenuModuleGameplayPanel::REGISTER
19:02:49Texture
Texture "gfx/effects_0.png" (ID: 10) took up approximately 21845kb in video memory.
19:02:49Resource
Loading: gfx/world_detail.png
19:02:50Texture
Texture "gfx/world_detail.png" (ID: 11) took up approximately 43690kb in video memory.
19:02:50Resource
Loading: gfx/world_entity_0.png
19:02:50Texture
Texture "gfx/world_entity_0.png" (ID: 12) took up approximately 10922kb in video memory.
19:02:50Resource
Loading: sounds/body_fall_1.ogg
19:02:50Resource
Loading: sounds/shield_broken.ogg
19:02:50Resource
Loading: sounds/combat/aimed_shot_01.wav
19:02:50Resource
Loading: sounds/combat/aimed_shot_02.wav
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Loading: sounds/combat/aimed_shot_03.wav
19:02:50Resource
Loading: sounds/combat/armor_chainmail_impact_01.wav
19:02:50Resource
Loading: sounds/combat/armor_chainmail_impact_02.wav
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Loading: sounds/combat/armor_halfplate_impact_01.wav
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Loading: sounds/combat/armor_leather_impact_03.wav
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Loading: sounds/combat/arrow_hit_01.wav
19:02:50Resource
Loading: sounds/combat/arrow_hit_02.wav
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Loading: sounds/combat/arrow_miss_01.wav
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Loading: sounds/combat/bash_hit_03.wav
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Loading: sounds/combat/bolt_shot_01.wav
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19:02:50Resource
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Loading: sounds/combat/crush_armor_01.wav
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Loading: sounds/combat/crush_armor_02.wav
19:02:50Resource
Loading: sounds/combat/crush_armor_03.wav
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Loading: sounds/combat/crush_armor_hit_01.wav
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Loading: sounds/combat/crush_armor_hit_02.wav
19:02:50Resource
Loading: sounds/combat/crush_armor_hit_03.wav
19:02:50Resource
Loading: sounds/combat/decapitate_hit_01.wav
19:02:50Resource
Loading: sounds/combat/decapitate_hit_02.wav
19:02:50Resource
Loading: sounds/combat/decapitate_hit_03.wav
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Loading: sounds/combat/hammer_strike_01.wav
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Loading: sounds/combat/hammer_strike_02.wav
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Loading: sounds/combat/hammer_strike_03.wav
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Loading: sounds/combat/hammer_strike_hit_01.wav
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Loading: sounds/combat/hammer_strike_hit_02.wav
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Loading: sounds/combat/hammer_strike_hit_03.wav
19:02:50Resource
Loading: sounds/combat/round_swing_01.wav
19:02:50Resource
Loading: sounds/combat/round_swing_02.wav
19:02:50Resource
Loading: sounds/combat/round_swing_03.wav
19:02:50Resource
Loading: sounds/combat/round_swing_hit_01.wav
19:02:50Resource
Loading: sounds/combat/round_swing_hit_02.wav
19:02:50Resource
Loading: sounds/combat/round_swing_hit_03.wav
19:02:50Resource
Loading: sounds/combat/javelin_throw_01.wav
19:02:50Resource
Loading: sounds/combat/javelin_throw_02.wav
19:02:50Resource
Loading: sounds/combat/javelin_throw_03.wav
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Loading: sounds/combat/javelin_miss_01.wav
19:02:50Resource
Loading: sounds/combat/javelin_miss_02.wav
19:02:50Resource
Loading: sounds/combat/javelin_miss_03.wav
19:02:50Resource
Loading: sounds/combat/javelin_hit_01.wav
19:02:50Resource
Loading: sounds/combat/javelin_hit_03.wav
19:02:50Resource
Loading: sounds/combat/flail_01.wav
19:02:50Resource
Loading: sounds/combat/flail_02.wav
19:02:50Resource
Loading: sounds/combat/flail_03.wav
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Loading: sounds/combat/flail_hit_01.wav
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Loading: sounds/combat/flail_hit_02.wav
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Loading: sounds/combat/flail_hit_03.wav
19:02:50Resource
Loading: sounds/combat/lash_01.wav
19:02:50Resource
Loading: sounds/combat/lash_02.wav
19:02:50Resource
Loading: sounds/combat/lash_03.wav
19:02:50Resource
Loading: sounds/combat/lash_hit_01.wav
19:02:50Resource
Loading: sounds/combat/lash_hit_02.wav
19:02:50Resource
Loading: sounds/combat/lash_hit_03.wav
19:02:50Resource
Loading: sounds/combat/weapon_break_01.wav
19:02:50Resource
Loading: sounds/combat/rotation_01.wav
19:02:50Resource
Loading: sounds/combat/footwork_01.wav
19:02:50Resource
Loading: sounds/combat/return_favor_01.wav
19:02:50Resource
Loading: sounds/combat/perfect_focus_01.wav
19:02:50Resource
Loading: sounds/combat/rally_the_troops_01.wav
19:02:50Resource
Loading: sounds/new_round_01.wav
19:02:50Resource
Loading: sounds/new_round_02.wav
19:02:50Resource
Loading: sounds/new_round_03.wav
19:02:50Resource
Loading: sounds/scribble.wav
19:02:50Resource
Loading: sounds/inventory/wardog_inventory_01.wav
19:02:50Resource
Loading: sounds/inventory/wardog_inventory_02.wav
19:02:50Resource
Loading: sounds/inventory/wardog_inventory_03.wav
19:02:56SQ
Init World State!
19:02:56SQ
Load campaign: autosave
19:02:56Scene
Finished loading scene.
19:02:56SQ
contract activated: contract.tutorial_01
19:02:56SQ
contract added: contract.destroy_bandit_camp
19:02:56SQ
contract added: contract.errant
19:02:56SQ
contract added: contract.destroy_inactive_location
19:02:56SQ
contract added: contract.destroy_inactive_location
19:02:56SQ
contract added: contract.errant
19:02:56SQ
contract added: contract.errant
19:02:56SQ
contract added: contract.destroy_inactive_location
19:02:56SQ
contract added: contract.destroy_inactive_location
19:02:56SQ
contract added: contract.errant
19:02:56SQ
contract added: contract.errant
19:02:56SQ
contract added: contract.escort_caravan
19:02:56SQ
contract added: contract.destroy_inactive_location
19:02:56SQ
contract added: contract.escort_caravan
19:02:56SQ
contract added: contract.escort_caravan
19:02:56SQ
contract added: contract.escort_caravan
19:02:56SQ
contract added: contract.destroy_inactive_location
19:02:56Resource
Loading: gfx/world_weather.png
19:02:57Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
19:02:57UI
WorldScreen::REGISTER
19:02:57UI
WorldScreenTopbarOptionsModule::REGISTER
19:02:57UI
WorldScreenTopbarDayTimeModule::REGISTER
19:02:57UI
WorldScreenTopbarAssetsModule::REGISTER
19:02:57UI
WorldScreenActiveContractPanelModule::REGISTER
19:02:57UI
WorldContractContentModule::REGISTER
19:02:57UI
CombatDialogModule::REGISTER
19:02:57UI
WorldEventScreen::REGISTER
19:02:57UI
WorldContractScreen::REGISTER
19:02:57UI
WorldContractScreenDialogModule::REGISTER
19:02:57UI
WorldContractContentModule::REGISTER
19:02:57UI
WorldContractButtonsModule::REGISTER
19:02:57UI
WorldTownScreen::REGISTER
19:02:57UI
WorldTownScreenMainDialogModule::REGISTER
19:02:57UI
WorldTownScreenHireDialogModule::REGISTER
19:02:57UI
WorldTownScreenShopDialogModule::REGISTER
19:02:57UI
WorldContractScreenDialogModule::REGISTER
19:02:57UI
WorldContractContentModule::REGISTER
19:02:57UI
WorldContractButtonsModule::REGISTER
19:02:57UI
WorldEventPopupScreen::REGISTER
19:02:57UI
IngameMenuScreen::REGISTER
19:02:57UI
MainMenuModule::REGISTER
19:02:57UI
LoadCampaignMenuModule::REGISTER
19:02:57UI
SaveCampaignMenuModule::REGISTER
19:02:57UI
OptionsMenuModule::REGISTER
19:02:57UI
OptionsMenuModuleVideoPanel::REGISTER
19:02:57UI
OptionsMenuModuleAudioPanel::REGISTER
19:02:57UI
OptionsMenuModuleControlsPanel::REGISTER
19:02:57UI
OptionsMenuModuleGameplayPanel::REGISTER
19:02:57UI
WorldGameFinishScreen::REGISTER
19:02:57UI
WorldGameFinishScreenDialogModule::REGISTER
19:02:57UI
CharacterScreen::REGISTER
19:02:57UI
CharacterScreenLeftPanelModule::REGISTER
19:02:57UI
CharacterScreenLeftPanelHeaderModule::REGISTER
19:02:57UI
CharacterScreenPaperdollModule::REGISTER
19:02:57UI
CharacterScreenSkillsModule::REGISTER
19:02:57UI
CharacterScreenStatsModule::REGISTER
19:02:57UI
CharacterScreenRightPanelModule::REGISTER
19:02:57UI
CharacterScreenRightPanelHeaderModule::REGISTER
19:02:57UI
CharacterScreenInventoryListModule::REGISTER
19:02:57UI
CharacterScreenPerksModule::REGISTER
19:02:57UI
CharacterScreenBrothersListModule::REGISTER
19:02:57UI
CharacterScreenBattleStartFooterModule::REGISTER
19:03:00SQ
Location entered: Bandit Hideout
19:03:00Resource
Loading: music/worldmap_03.music
19:03:00Resource
Unloading: music/title.music
19:03:02SQ
Save campaign: autosave
19:03:02Scene
Finished saving scene.
19:03:02SQ
WorldState::onHide
19:03:02UI
TacticalScreen::REGISTER
19:03:02UI
TacticalScreenTurnSequenceBarModule::REGISTER
19:03:02UI
TacticalScreenOrientationOverlayModule::REGISTER
19:03:02UI
TacticalScreenTopbarEventLogModule::REGISTER
19:03:02UI
TacticalScreenTopbarRoundInformationModule::REGISTER
19:03:02UI
TacticalScreenTopbarOptionsModule::REGISTER
19:03:02Resource
Loading: gfx/detail.png
19:03:02Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
19:03:02Resource
Loading: gfx/object_0.png
19:03:02Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
19:03:02Resource
Loading: gfx/orientation_overlay.png
19:03:02Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
19:03:02Resource
Loading: sounds/atmosphere/rain_02.wav
19:03:02SQ
TACTICAL: STASH LOCKED: true
19:03:02SQ
INFO: Next round issued: 1
19:03:02Resource
Started loading Resource Package "Temporary Tactical Resources".
19:03:02UI
CharacterScreen::REGISTER
19:03:02UI
CharacterScreenLeftPanelModule::REGISTER
19:03:02UI
CharacterScreenLeftPanelHeaderModule::REGISTER
19:03:02UI
CharacterScreenPaperdollModule::REGISTER
19:03:02UI
CharacterScreenSkillsModule::REGISTER
19:03:02UI
CharacterScreenStatsModule::REGISTER
19:03:02UI
CharacterScreenRightPanelModule::REGISTER
19:03:02UI
CharacterScreenRightPanelHeaderModule::REGISTER
19:03:02UI
CharacterScreenInventoryListModule::REGISTER
19:03:02UI
CharacterScreenPerksModule::REGISTER
19:03:02UI
CharacterScreenBrothersListModule::REGISTER
19:03:02UI
CharacterScreenBattleStartFooterModule::REGISTER
19:03:02UI
TacticalFleeScreen::REGISTER
19:03:02UI
IngameMenuScreen::REGISTER
19:03:02UI
MainMenuModule::REGISTER
19:03:02UI
LoadCampaignMenuModule::REGISTER
19:03:02UI
SaveCampaignMenuModule::REGISTER
19:03:02UI
OptionsMenuModule::REGISTER
19:03:02UI
OptionsMenuModuleVideoPanel::REGISTER
19:03:02UI
OptionsMenuModuleAudioPanel::REGISTER
19:03:02UI
OptionsMenuModuleControlsPanel::REGISTER
19:03:02UI
OptionsMenuModuleGameplayPanel::REGISTER
19:03:02UI
TacticalCombatResultScreen::REGISTER
19:03:02UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
19:03:02UI
TacticalCombatResultScreenLootPanel::REGISTER
19:03:06Resource
Loading: music/bandits_01.music
19:03:06Resource
Unloading: music/worldmap_03.music
19:03:08SQ
[Erwin] executes skill [Aimed Shot] on target [Bandit Thug]
19:03:08SQ
Erwin uses skill Aimed Shot
19:03:14SQ
[Gebhard] executes skill [Aimed Shot] on target [Bandit Thug]
19:03:14SQ
Gebhard uses skill Aimed Shot
19:03:21SQ
*
19:03:21SQ
* Bandit Marksman: Starting turn.
19:03:21SQ
defensive score: 0.60024
19:03:21SQ
defensive threshold: 2.94118
19:03:21SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
19:03:21SQ
-> Behaviors to pick from:
Attack.Bow (76.7312)(*), Idle (1), BreakFree (0), Reload (0), Retreat (0), Roam (0), Engage.Ranged (0), Defend.Rotation (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
19:03:21SQ
-> Behavior picked: Attack.Bow (76.7312)
19:03:22SQ
* Bandit Marksman: Using Aimed Shot against Humbert!
19:03:22SQ
Bandit Marksman uses skill Aimed Shot
19:03:24SQ
defensive score: 0.60024
19:03:24SQ
defensive threshold: 2.94118
19:03:24SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Engage.Ranged (0), Retreat (0), Roam (0), Defend.Rotation (0), Reload (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Bow (0)
19:03:24SQ
-> Behavior picked: Idle (1)
19:03:24SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
19:03:24SQ
* ---------------------------------------------------
19:03:28SQ
*
19:03:28SQ
* Bandit Thug: Starting turn.
19:03:28SQ
defensive score: 0.60024
19:03:28SQ
defensive threshold: 2.94118
19:03:28SQ
-> Behaviors to pick from:
Engage.Melee (82.5)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.CrushArmor (0), Attack.Default (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Attack.KnockOut (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
19:03:28SQ
-> Behavior picked: Engage.Melee (82.5)
19:03:28SQ
*
19:03:28SQ
* Bandit Thug: Starting turn.
19:03:29SQ
-> Behaviors to pick from:
Engage.Melee (43.8235)(*), 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)
19:03:29SQ
-> Behavior picked: Engage.Melee (43.8235)
19:03:29SQ
* Bandit Thug: Engaging to melee range with Gebhard (visible), accepted_distance=0
19:03:31SQ
* Bandit Thug: Reached engage destination
19:03:32SQ
-> 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)
19:03:32SQ
-> Behavior picked: Idle (1)
19:03:32SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
19:03:32SQ
* ---------------------------------------------------
19:03:32SQ
*
19:03:32SQ
* Bandit Thug: Starting turn.
19:03:32SQ
-> Behaviors to pick from:
Engage.Melee (90.5882)(*), 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)
19:03:32SQ
-> Behavior picked: Engage.Melee (90.5882)
19:03:33SQ
* Bandit Thug: Engaging to melee range with Carsten (visible), accepted_distance=0
19:03:34SQ
* Bandit Thug: Reached engage destination
19:03:34SQ
-> 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)
19:03:34SQ
-> Behavior picked: Idle (1)
19:03:34SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
19:03:34SQ
* ---------------------------------------------------
19:03:35SQ
*
19:03:35SQ
* Bandit Thug: Starting turn.
19:03:35SQ
-> Behaviors to pick from:
Engage.Melee (95.5263)(*), 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)
19:03:35SQ
-> Behavior picked: Engage.Melee (95.5263)
19:03:35SQ
* Bandit Thug: Engaging to melee range with Carsten (visible), accepted_distance=0
19:03:37SQ
* Bandit Thug: Reached engage destination
19:03:37SQ
-> 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)
19:03:37SQ
-> Behavior picked: Idle (1)
19:03:37SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
19:03:37SQ
* ---------------------------------------------------
19:04:05SQ
[Carsten] executes skill [Thrust] on target [Bandit Thug]
19:04:05SQ
Carsten uses skill Thrust
19:04:10SQ
[Alrik] executes skill [Shieldwall] on target [Alrik]
19:04:10SQ
Alrik uses skill Shieldwall
19:04:15SQ
* Bandit Thug: Engaging to melee range with Kunold (visible), accepted_distance=0
19:04:17SQ
* Bandit Thug: Reached engage destination
19:04:17SQ
-> 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)
19:04:17SQ
-> Behavior picked: Idle (1)
19:04:17SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
19:04:17SQ
* ---------------------------------------------------
19:04:22SQ
[Roderick] executes skill [Cleave] on target [Bandit Thug]
19:04:22SQ
Roderick uses skill Cleave
19:04:22SQ
INFO: Next round issued: 2
19:04:24SQ
[Erwin] executes skill [Quick Shot] on target [Bandit Thug]
19:04:24SQ
Erwin uses skill Quick Shot
19:04:25SQ
[Erwin] executes skill [Quick Shot] on target [Bandit Thug]
19:04:25SQ
Erwin uses skill Quick Shot
19:04:27SQ
[Gebhard] executes skill [Quick Shot] on target [Bandit Thug]
19:04:27SQ
Gebhard uses skill Quick Shot
19:04:31SQ
[Gebhard] executes skill [Quick Shot] on target [Bandit Thug]
19:04:31SQ
Gebhard uses skill Quick Shot
19:04:31SQ
Bandit Thug has died.
19:04:38SQ
[Kunold] executes skill [Slash] on target [Bandit Thug]
19:04:38SQ
Kunold uses skill Slash
19:04:40SQ
*
19:04:40SQ
* Bandit Marksman: Starting turn.
19:04:41SQ
* Bandit Marksman: In fact, I would prefer to remain where I am
19:04:41SQ
-> Behaviors to pick from:
Attack.Bow (85.631)(*), Idle (1), Roam (0), Defend.Rotation (0), Engage.Ranged (0), Reload (0), Attack.Default (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0)
19:04:41SQ
-> Behavior picked: Attack.Bow (85.631)
19:04:41SQ
* Bandit Marksman: Using Aimed Shot against Humbert!
19:04:41SQ
Bandit Marksman uses skill Aimed Shot
19:04:43SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), Engage.Ranged (0), Reload (0), Attack.Puncture (0), Defend.Rotation (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), Attack.Bow (0)
19:04:43SQ
-> Behavior picked: Idle (1)
19:04:43SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
19:04:43SQ
* ---------------------------------------------------
19:04:46SQ
[Humbert] executes skill [Split Man] on target [Bandit Thug]
19:04:46SQ
Humbert uses skill Split Man
19:04:46SQ
Bandit Thug has died.
19:04:47SQ
*
19:04:47SQ
* Bandit Thug: Starting turn.
19:04:47SQ
-> Behaviors to pick from:
Attack.Default (72.0882)(*), Attack.Puncture (70.2424)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Spearwall (0), Defend (0), Defend.Shieldwall (0), Defend.Riposte (0), Defend.Knockback (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0)
19:04:47SQ
-> Behavior picked: Attack.Puncture (70.2424)
19:04:48SQ
* Bandit Thug: Using Puncture against Carsten!
19:04:48SQ
Bandit Thug uses skill Puncture
19:04:48SQ
-> Behaviors to pick from:
Attack.Puncture (414.262)(*), Attack.Default (81.468), Idle (1), BreakFree (0), Defend.Spearwall (0), Attack.CrushArmor (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.KnockOut (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0)
19:04:48SQ
-> Behavior picked: Attack.Puncture (414.262)
19:04:49SQ
* Bandit Thug: Using Puncture against Carsten!
19:04:49SQ
Bandit Thug uses skill Puncture
19:04:49SQ
Carsten has died.
19:04:49SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.CrushArmor (0), Defend (0), Defend.Spearwall (0), Attack.KnockOut (0), Attack.Swing (0), BreakFree (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Default (0), Defend.Riposte (0), Defend.Knockback (0), Attack.SplitShield (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Attack.Split (0), Attack.Puncture (0)
19:04:49SQ
-> Behavior picked: Idle (1)
19:04:49SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
19:04:49SQ
* ---------------------------------------------------
19:04:49SQ
*
19:04:49SQ
* Bandit Thug: Starting turn.
19:04:50SQ
-> Behaviors to pick from:
Attack.Default (56.8788)(*), Attack.KnockOut (39.4632)(*), 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)
19:04:50SQ
-> Behavior picked: Attack.KnockOut (39.4632)
19:04:50SQ
* Bandit Thug: Using Knock Out against Roderick!
19:04:50SQ
Bandit Thug uses skill Knock Out
19:04:50SQ
-> Behaviors to pick from:
Attack.Default (57.8189)(*), Idle (1), BreakFree (0), Defend (0), Attack.CrushArmor (0), Defend.Spearwall (0), Retreat (0), Attack.Swing (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Split (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.KnockOut (0)
19:04:50SQ
-> Behavior picked: Attack.Default (57.8189)
19:04:51SQ
* Bandit Thug: Using Bash against Roderick!
19:04:51SQ
Bandit Thug uses skill Bash
19:04:51SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Retreat (0), Attack.CrushArmor (0), Defend.Spearwall (0), Attack.Split (0), Roam (0), Defend.Rotation (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Shieldwall (0), Defend.Riposte (0), Attack.SplitShield (0), Attack.Swing (0), Defend (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.KnockOut (0), Attack.Default (0)
19:04:51SQ
-> Behavior picked: Idle (1)
19:04:51SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
19:04:51SQ
* ---------------------------------------------------
19:04:52SQ
Skill [Shieldwall] removed from [Alrik].
19:04:58SQ
Skill [Stunned] removed from [Roderick].
19:04:58SQ
INFO: Next round issued: 3
19:04:58UI
ERROR: Failed to update entity. Reason: Entity id: 7478 not found.
19:05:14SQ
[Alrik] executes skill [Thrust] on target [Bandit Thug]
19:05:14SQ
Alrik uses skill Thrust
19:05:15SQ
[Alrik] executes skill [Thrust] on target [Bandit Thug]
19:05:15SQ
Alrik uses skill Thrust
19:05:21SQ
*
19:05:21SQ
* Bandit Marksman: Starting turn.
19:05:21SQ
* Bandit Marksman: It's important that I get some distance from my opponents..
19:05:21SQ
-> Behaviors to pick from:
Attack.Bow (279.164)(*), Engage.Ranged (266.667)(*), Idle (1), Reload (0), Attack.Puncture (0), Attack.Default (0), Defend.Rotation (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), BreakFree (0), SwitchTo.Melee (0), Roam (0)
19:05:21SQ
-> Behavior picked: Attack.Bow (279.164)
19:05:22SQ
* Bandit Marksman: Using Aimed Shot against Humbert!
19:05:22SQ
Bandit Marksman uses skill Aimed Shot
19:05:24SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Defend.Rotation (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Reload (0), Flee (0), Retreat (0), BreakFree (0), Engage.Ranged (0), Roam (0), Attack.Bow (0)
19:05:24SQ
-> Behavior picked: Idle (1)
19:05:24SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
19:05:24SQ
* ---------------------------------------------------
19:05:26SQ
[Erwin] executes skill [Quick Shot] on target [Bandit Thug]
19:05:26SQ
Erwin uses skill Quick Shot
19:05:27SQ
[Erwin] executes skill [Quick Shot] on target [Bandit Thug]
19:05:27SQ
Erwin uses skill Quick Shot
19:05:29SQ
[Gebhard] executes skill [Quick Shot] on target [Bandit Thug]
19:05:29SQ
Gebhard uses skill Quick Shot
19:05:29SQ
Bandit Thug has died.
19:05:30SQ
[Gebhard] executes skill [Quick Shot] on target [Bandit Thug]
19:05:30SQ
Gebhard uses skill Quick Shot
19:05:30SQ
*
19:05:30SQ
* Bandit Thug: Starting turn.
19:05:31SQ
-> Behaviors to pick from:
Attack.Default (53.6726)(*), Attack.Puncture (21.8027)(*), Idle (1), Attack.KnockOut (0), Attack.Swing (0), Defend (0), Defend.Knockback (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Attack.SplitShield (0), BreakFree (0), Roam (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0)
19:05:31SQ
-> Behavior picked: Attack.Default (53.6726)
19:05:31SQ
* Bandit Thug: Using Slash against Alrik!
19:05:31SQ
Bandit Thug uses skill Slash
19:05:31SQ
-> Behaviors to pick from:
Attack.Default (53.0654)(*), Attack.Puncture (20.5661)(*), Idle (1), Attack.Swing (0), Attack.SplitShield (0), Defend (0), BreakFree (0), Defend.Shieldwall (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0)
19:05:31SQ
-> Behavior picked: Attack.Default (53.0654)
19:05:32SQ
* Bandit Thug: Using Slash against Alrik!
19:05:32SQ
Bandit Thug uses skill Slash
19:05:32SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), BreakFree (0), Attack.SplitShield (0), Defend.Knockback (0), Defend.Shieldwall (0), Attack.Swing (0), Attack.Split (0), Defend.Riposte (0), Roam (0), Attack.Puncture (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Flee (0), Engage.Melee (0), Retreat (0), Defend.Rotation (0), Defend.Spearwall (0), Attack.CrushArmor (0), Attack.KnockOut (0), Attack.Default (0)
19:05:32SQ
-> Behavior picked: Idle (1)
19:05:33SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
19:05:33SQ
* ---------------------------------------------------
19:05:36SQ
[Roderick] executes skill [Cleave] on target [Bandit Thug]
19:05:36SQ
Roderick uses skill Cleave
19:05:40SQ
INFO: Next round issued: 4
19:05:53SQ
[Alrik] executes skill [Thrust] on target [Bandit Thug]
19:05:53SQ
Alrik uses skill Thrust
19:05:53SQ
Bandit Thug has died.
19:05:58SQ
*
19:05:58SQ
* Bandit Marksman: Starting turn.
19:05:59SQ
-> Behaviors to pick from:
SwitchTo.Melee (100)(*), Idle (1), BreakFree (0), SwitchTo.Ranged (0), Defend.Rotation (0), Reload (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), Attack.Default (0)
19:05:59SQ
-> Behavior picked: SwitchTo.Melee (100)
19:05:59SQ
* Bandit Marksman: Switching to melee weapon!
19:05:59SQ
-> Behaviors to pick from:
Attack.Default (65.7342)(*), Idle (1), Defend.Rotation (0), Reload (0), BreakFree (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0)
19:05:59SQ
-> Behavior picked: Attack.Default (65.7342)
19:05:59SQ
* Bandit Marksman: Using Stab against Kunold!
19:05:59SQ
Bandit Marksman uses skill Stab
19:05:59SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Rotation (0), Retreat (0), BreakFree (0), Flee (0), Attack.Puncture (0), Reload (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0)
19:05:59SQ
-> Behavior picked: Idle (1)
19:06:00SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
19:06:00SQ
* ---------------------------------------------------
19:06:16SQ
INFO: Next round issued: 5
19:06:18SQ
[Kunold] executes skill [Slash] on target [Bandit Marksman]
19:06:18SQ
Kunold uses skill Slash
19:06:19SQ
[Kunold] executes skill [Slash] on target [Bandit Marksman]
19:06:19SQ
Kunold uses skill Slash
19:06:19SQ
*
19:06:19SQ
* Bandit Marksman: Starting turn.
19:06:20SQ
-> Behaviors to pick from:
Attack.Default (70.1443)(*), Idle (1), Flee (0), Attack.Puncture (0), Retreat (0), Reload (0), Engage.Ranged (0), Roam (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Defend.Rotation (0)
19:06:20SQ
-> Behavior picked: Attack.Default (70.1443)
19:06:20SQ
* Bandit Marksman: Using Stab against Kunold!
19:06:20SQ
Bandit Marksman uses skill Stab
19:06:20SQ
-> Behaviors to pick from:
Attack.Default (245.099)(*), Idle (1), Retreat (0), Reload (0), Flee (0), Defend.Rotation (0), Engage.Ranged (0), Attack.Bow (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0)
19:06:20SQ
-> Behavior picked: Attack.Default (245.099)
19:06:21SQ
* Bandit Marksman: Using Stab against Kunold!
19:06:21SQ
Bandit Marksman uses skill Stab
19:06:21SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Engage.Ranged (0), Flee (0), Defend.Rotation (0), Attack.Bow (0), Reload (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Attack.Default (0)
19:06:21SQ
-> Behavior picked: Idle (1)
19:06:22SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
19:06:22SQ
* ---------------------------------------------------
19:06:30SQ
[Gebhard] executes skill [Quick Shot] on target [Bandit Marksman]
19:06:30SQ
Gebhard uses skill Quick Shot
19:06:32SQ
[Gebhard] executes skill [Quick Shot] on target [Bandit Marksman]
19:06:32SQ
Gebhard uses skill Quick Shot
19:06:34SQ
[Erwin] executes skill [Aimed Shot] on target [Bandit Marksman]
19:06:34SQ
Erwin uses skill Aimed Shot
19:06:40SQ
INFO: Next round issued: 6
19:06:40SQ
*
19:06:40SQ
* Bandit Marksman: Starting turn.
19:06:41SQ
-> Behaviors to pick from:
Attack.Default (245.099)(*), Idle (1), Defend.Rotation (0), Attack.Bow (0), Engage.Ranged (0), Reload (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), BreakFree (0), Roam (0), Attack.Puncture (0), Flee (0), Retreat (0)
19:06:41SQ
-> Behavior picked: Attack.Default (245.099)
19:06:41SQ
* Bandit Marksman: Using Stab against Kunold!
19:06:41SQ
Bandit Marksman uses skill Stab
19:06:41SQ
-> Behaviors to pick from:
Attack.Default (246.854)(*), Idle (1), Engage.Ranged (0), Reload (0), Defend.Rotation (0), Retreat (0), SwitchTo.Ranged (0), BreakFree (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0)
19:06:41SQ
-> Behavior picked: Attack.Default (246.854)
19:06:42SQ
* Bandit Marksman: Using Stab against Kunold!
19:06:42SQ
Bandit Marksman uses skill Stab
19:06:42SQ
Kunold has died.
19:06:42SQ
defensive score: 2.112
19:06:42SQ
defensive threshold: 2.72727
19:06:42SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Ranged (0), SwitchTo.Ranged (0), Defend.Rotation (0), Retreat (0), BreakFree (0), Reload (0), Roam (0), Attack.Puncture (0), Flee (0), SwitchTo.Melee (0), Attack.Bow (0), Attack.Default (0)
19:06:42SQ
-> Behavior picked: Idle (1)
19:06:43SQ
* Bandit Marksman: Ending Turn with 1 of 9 AP left.
19:06:43SQ
* ---------------------------------------------------
19:06:43SQ
* Humbert: Fleeing.
19:06:44SQ
* Humbert: Fleeing.
19:06:44SQ
Humbert has died.
19:06:51SQ
[Gebhard] executes skill [Quick Shot] on target [Bandit Marksman]
19:06:51SQ
Gebhard uses skill Quick Shot
19:06:52SQ
[Gebhard] executes skill [Quick Shot] on target [Bandit Marksman]
19:06:52SQ
Gebhard uses skill Quick Shot
19:06:54SQ
[Erwin] executes skill [Aimed Shot] on target [Bandit Marksman]
19:06:54SQ
Erwin uses skill Aimed Shot
19:06:56SQ
Bandit Marksman has died.
19:06:56Resource
Unloading: gfx/orientation_overlay.png
19:07:00Resource
Loading: music/victory_01.music
19:07:00Resource
Unloading: music/bandits_01.music
19:07:02SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
19:07:02SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
19:07:02SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
19:07:02SQ
World::onCombatFinished
19:07:02SQ
TacticalState::onFinish
19:07:02Resource
Unloading: gfx/object_0.png
19:07:02Resource
Unloading Resource Package "Temporary Tactical Resources".
19:07:02Resource
Unloading: gfx/detail.png
19:07:02UI
IngameMenuScreen::UNREGISTER
19:07:02UI
MainMenuModule::UNREGISTER
19:07:02UI
LoadCampaignMenuModule::UNREGISTER
19:07:02UI
SaveCampaignMenuModule::UNREGISTER
19:07:02UI
OptionsMenuModule::UNREGISTER
19:07:02UI
OptionsMenuModuleVideoPanel::UNREGISTER
19:07:02UI
OptionsMenuModuleVideoPanel::UNREGISTER
19:07:02UI
OptionsMenuModuleControlsPanel::UNREGISTER
19:07:02UI
OptionsMenuModuleGameplayPanel::UNREGISTER
19:07:02UI
TacticalFleeScreen::UNREGISTER
19:07:02UI
CharacterScreen::UNREGISTER
19:07:02UI
CharacterScreenLeftPanelModule::UNREGISTER
19:07:02UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
19:07:02UI
CharacterScreenPaperdollModule::UNREGISTER
19:07:02UI
CharacterScreenSkillsModule::UNREGISTER
19:07:02UI
CharacterScreenStatsModule::UNREGISTER
19:07:02UI
CharacterScreenRightPanelModule::UNREGISTER
19:07:02UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
19:07:02UI
CharacterScreenInventoryListModule::UNREGISTER
19:07:02UI
CharacterScreenPerksModule::UNREGISTER
19:07:02UI
CharacterScreenBrothersListModule::UNREGISTER
19:07:02UI
CharacterScreenBattleStartFooterModule::UNREGISTER
19:07:02UI
TacticalScreen::UNREGISTER
19:07:02UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
19:07:02UI
TacticalScreenOrientationOverlayModule::UNREGISTER
19:07:02UI
TacticalScreenTopbarEventLogModule::UNREGISTER
19:07:02UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
19:07:02UI
TacticalScreenTopbarOptionsModule::UNREGISTER
19:07:02UI
TacticalCombatResultScreen::UNREGISTER
19:07:02UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
19:07:02UI
TacticalCombatResultScreenLootPanel::UNREGISTER
19:07:06Resource
Loading: music/worldmap_06.music
19:07:06Resource
Unloading: music/victory_01.music
19:07:07SQ
Save campaign: Alex.
19:07:07Scene
Finished saving scene.
19:07:15SQ
Location entered: City of Ulmen
19:07:19Resource
Loading: music/city_01.music
19:07:19Resource
Unloading: music/worldmap_06.music
19:08:05SQ
You hired: Ludolf the Idle
19:08:07SQ
You hired: Thilmann
19:09:10UI
Paperdoll -> Stash | Ground (targetIdx: 0)
19:09:13UI
Stash -> Stash (swap)
19:09:20SQ
contract activated: contract.escort_caravan
19:09:23SQ
contract added: contract.discover_location
19:09:25Resource
Loading: music/worldmap_07.music
19:09:25Resource
Unloading: music/city_01.music
19:09:35SQ
contract added: contract.errant
19:09:37SQ
contract added: contract.destroy_inactive_location
19:09:42SQ
contract added: contract.escort_caravan
19:09:42SQ
contract added: contract.escort_caravan
19:09:46SQ
contract added: contract.escort_caravan
19:09:51SQ
contract added: contract.destroy_inactive_location
19:09:54SQ
contract added: contract.errant
19:09:57SQ
contract added: contract.escort_caravan
19:10:20SQ
Save campaign: Alex.
19:10:20Scene
Finished saving scene.
19:10:22SQ
contract added: contract.errant
19:10:27SQ
contract added: contract.escort_caravan
19:10:29SQ
contract added: contract.discover_location
19:10:44SQ
contract removed: contract.escort_caravan
19:10:52SQ
contract added: contract.destroy_inactive_location
19:11:06SQ
contract added: contract.errant
19:11:25SQ
contract added: contract.errant
19:11:37SQ
Location entered: Altdorf
19:11:41Resource
Loading: music/village_01.music
19:11:41Resource
Unloading: music/worldmap_07.music
19:12:30SQ
contract activated: contract.errant
19:12:36Resource
Loading: music/worldmap_05.music
19:12:36Resource
Unloading: music/village_01.music
19:12:41SQ
Save campaign: Alex.
19:12:41Scene
Finished saving scene.
19:12:59SQ
contract added: contract.escort_caravan
19:13:31SQ
Location entered: Ferlangen
19:13:35Resource
Loading: music/village_01.music
19:13:36Resource
Unloading: music/worldmap_05.music
19:13:39SQ
contract activated: contract.escort_caravan
19:13:44Resource
Loading: music/worldmap_07.music
19:13:44Resource
Unloading: music/village_01.music
19:14:01SQ
Save campaign: autosave
19:14:02Scene
Finished saving scene.
19:14:02SQ
WorldState::onHide
19:14:02UI
TacticalScreen::REGISTER
19:14:02UI
TacticalScreenTurnSequenceBarModule::REGISTER
19:14:02UI
TacticalScreenOrientationOverlayModule::REGISTER
19:14:02UI
TacticalScreenTopbarEventLogModule::REGISTER
19:14:02UI
TacticalScreenTopbarRoundInformationModule::REGISTER
19:14:02UI
TacticalScreenTopbarOptionsModule::REGISTER
19:14:02Resource
Loading: gfx/detail.png
19:14:02Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
19:14:02Resource
Loading: gfx/object_0.png
19:14:02Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
19:14:02Resource
Loading: gfx/orientation_overlay.png
19:14:02Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
19:14:02Resource
Loading: sounds/atmosphere/forest_01.wav
19:14:02Resource
Unloading: sounds/atmosphere/rain_02.wav
19:14:02SQ
TACTICAL: STASH LOCKED: true
19:14:02SQ
INFO: Next round issued: 1
19:14:02Resource
Started loading Resource Package "Temporary Tactical Resources".
19:14:02Resource
Loading: sounds/enemies/werewolf_death_01.wav
19:14:02UI
CharacterScreen::REGISTER
19:14:02UI
CharacterScreenLeftPanelModule::REGISTER
19:14:02UI
CharacterScreenLeftPanelHeaderModule::REGISTER
19:14:02UI
CharacterScreenPaperdollModule::REGISTER
19:14:02UI
CharacterScreenSkillsModule::REGISTER
19:14:02UI
CharacterScreenStatsModule::REGISTER
19:14:02UI
CharacterScreenRightPanelModule::REGISTER
19:14:02UI
CharacterScreenRightPanelHeaderModule::REGISTER
19:14:02UI
CharacterScreenInventoryListModule::REGISTER
19:14:02UI
CharacterScreenPerksModule::REGISTER
19:14:02UI
CharacterScreenBrothersListModule::REGISTER
19:14:02UI
CharacterScreenBattleStartFooterModule::REGISTER
19:14:02UI
TacticalFleeScreen::REGISTER
19:14:02UI
IngameMenuScreen::REGISTER
19:14:02UI
MainMenuModule::REGISTER
19:14:02UI
LoadCampaignMenuModule::REGISTER
19:14:02UI
SaveCampaignMenuModule::REGISTER
19:14:02UI
OptionsMenuModule::REGISTER
19:14:02UI
OptionsMenuModuleVideoPanel::REGISTER
19:14:02UI
OptionsMenuModuleAudioPanel::REGISTER
19:14:02UI
OptionsMenuModuleControlsPanel::REGISTER
19:14:02UI
OptionsMenuModuleGameplayPanel::REGISTER
19:14:02UI
TacticalCombatResultScreen::REGISTER
19:14:02UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
19:14:02Resource
Loading: sounds/enemies/werewolf_death_02.wav
19:14:02UI
TacticalCombatResultScreenLootPanel::REGISTER
19:14:02Resource
Loading: sounds/enemies/werewolf_death_03.wav
19:14:02Resource
Loading: sounds/enemies/werewolf_death_04.wav
19:14:02Resource
Loading: sounds/enemies/werewolf_flee_01.wav
19:14:02Resource
Loading: sounds/enemies/werewolf_flee_02.wav
19:14:02Resource
Loading: sounds/combat/werewolf_claw_01.wav
19:14:02Resource
Loading: sounds/combat/werewolf_claw_02.wav
19:14:02Resource
Loading: sounds/combat/werewolf_claw_03.wav
19:14:02Resource
Loading: sounds/combat/werewolf_claw_hit_01.wav
19:14:02Resource
Loading: sounds/combat/werewolf_claw_hit_02.wav
19:14:02Resource
Loading: sounds/combat/werewolf_claw_hit_03.wav
19:14:02SQ
*
19:14:02SQ
* Werewolf: Starting turn.
19:14:02SQ
defensive score: 0.238
19:14:02SQ
defensive threshold: 30
19:14:02SQ
-> Behaviors to pick from:
Engage.Melee (121.212)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
19:14:02SQ
-> Behavior picked: Engage.Melee (121.212)
19:14:02SQ
* Werewolf: Engaging to melee range with Ludolf the Idle (not visible), accepted_distance=0
19:14:04SQ
* Werewolf: Reached engage destination
19:14:04SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
19:14:04SQ
-> Behavior picked: Idle (1)
19:14:04SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:14:04SQ
* ---------------------------------------------------
19:14:04SQ
*
19:14:04SQ
* Werewolf: Starting turn.
19:14:04SQ
-> Behaviors to pick from:
Engage.Melee (180)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
19:14:04SQ
-> Behavior picked: Engage.Melee (180)
19:14:05SQ
* Werewolf: Engaging to melee range with Thilmann (visible), accepted_distance=0
19:14:06Resource
Loading: music/beasts_01.music
19:14:06Resource
Unloading: music/worldmap_07.music
19:14:07SQ
* Werewolf: Reached engage destination
19:14:07SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
19:14:07SQ
-> Behavior picked: Idle (1)
19:14:07SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:14:07SQ
* ---------------------------------------------------
19:14:07SQ
*
19:14:07SQ
* Werewolf: Starting turn.
19:14:07SQ
-> Behaviors to pick from:
Engage.Melee (125.758)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
19:14:07SQ
-> Behavior picked: Engage.Melee (125.758)
19:14:07SQ
* Werewolf: Engaging to melee range with Ludolf the Idle (not visible), accepted_distance=0
19:14:09SQ
* Werewolf: Reached engage destination
19:14:09SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
19:14:09SQ
-> Behavior picked: Idle (1)
19:14:09SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
19:14:09SQ
* ---------------------------------------------------
19:14:12SQ
[Thilmann] executes skill [Slash] on target [Werewolf]
19:14:12SQ
Thilmann uses skill Slash
19:14:15SQ
[Thilmann] executes skill [Slash] on target [Werewolf]
19:14:15SQ
Thilmann uses skill Slash
19:14:18SQ
[Erwin] executes skill [Aimed Shot] on target [Werewolf]
19:14:18SQ
Erwin uses skill Aimed Shot
19:14:21SQ
[Gebhard] executes skill [Aimed Shot] on target [Werewolf]
19:14:21SQ
Gebhard uses skill Aimed Shot
19:14:27SQ
[Ludolf the Idle] executes skill [Slash] on target [Werewolf]
19:14:27SQ
Ludolf the Idle uses skill Slash
19:14:33SQ
[Alrik] executes skill [Shieldwall] on target [Alrik]
19:14:33SQ
Alrik uses skill Shieldwall
19:14:38SQ
[Roderick] executes skill [Cleave] on target [Werewolf]
19:14:38SQ
Roderick uses skill Cleave
19:14:40SQ
INFO: Next round issued: 2
19:14:40SQ
*
19:14:40SQ
* Werewolf: Starting turn.
19:14:41SQ
-> Behaviors to pick from:
Engage.Melee (359.375)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
19:14:41SQ
-> Behavior picked: Engage.Melee (359.375)
19:14:41SQ
* Werewolf: Engaging to melee range with Ludolf the Idle (visible), accepted_distance=0
19:14:42SQ
* Werewolf: Reached engage destination
19:14:42SQ
-> Behaviors to pick from:
Attack.Default (106.712)(*), Idle (1), Retreat (0), BreakFree (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0)
19:14:42SQ
-> Behavior picked: Attack.Default (106.712)
19:14:43SQ
* Werewolf: Using Werewolf Claws against Ludolf the Idle!
19:14:43SQ
Werewolf uses skill Werewolf Claws
19:14:43SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), Howl (0), Flee (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
19:14:43SQ
-> Behavior picked: Idle (1)
19:14:44SQ
* Werewolf: Ending Turn with 2 of 12 AP left.
19:14:44SQ
* ---------------------------------------------------
19:14:44SQ
*
19:14:44SQ
* Werewolf: Starting turn.
19:14:44SQ
-> Behaviors to pick from:
Attack.Default (98.3949)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
19:14:44SQ
-> Behavior picked: Attack.Default (98.3949)
19:14:45SQ
* Werewolf: Using Werewolf Claws against Roderick!
19:14:45SQ
Werewolf uses skill Werewolf Claws
19:14:45SQ
-> Behaviors to pick from:
Attack.Default (94.9511)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
19:14:45SQ
-> Behavior picked: Attack.Default (94.9511)
19:14:46SQ
* Werewolf: Using Werewolf Claws against Thilmann!
19:14:46SQ
Werewolf uses skill Werewolf Claws
19:14:46SQ
-> Behaviors to pick from:
Attack.Default (112.356)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
19:14:46SQ
-> Behavior picked: Attack.Default (112.356)
19:14:47SQ
* Werewolf: Using Werewolf Claws against Roderick!
19:14:47SQ
Werewolf uses skill Werewolf Claws
19:14:47SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
19:14:47SQ
-> Behavior picked: Idle (1)
19:14:47SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:14:47SQ
* ---------------------------------------------------
19:14:47SQ
*
19:14:47SQ
* Werewolf: Starting turn.
19:14:47SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0)
19:14:47SQ
-> Behavior picked: Flee (9000)
19:14:48SQ
* Werewolf: Fleeing.
19:14:50SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Engage.Melee (0), Retreat (0), BreakFree (0), Howl (0), Roam (0), Flee (0)
19:14:50SQ
-> Behavior picked: Idle (1)
19:14:51SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:14:51SQ
* ---------------------------------------------------
19:14:53SQ
[Thilmann] executes skill [Slash] on target [Werewolf]
19:14:53SQ
Thilmann uses skill Slash
19:14:54SQ
[Thilmann] executes skill [Slash] on target [Werewolf]
19:14:54SQ
Thilmann uses skill Slash
19:14:57SQ
[Ludolf the Idle] executes skill [Slash] on target [Werewolf]
19:14:57SQ
Ludolf the Idle uses skill Slash
19:14:58SQ
[Ludolf the Idle] executes skill [Slash] on target [Werewolf]
19:14:58SQ
Ludolf the Idle uses skill Slash
19:14:59SQ
[Erwin] executes skill [Quick Shot] on target [Werewolf]
19:14:59SQ
Erwin uses skill Quick Shot
19:15:00SQ
[Erwin] executes skill [Quick Shot] on target [Werewolf]
19:15:00SQ
Erwin uses skill Quick Shot
19:15:01SQ
[Gebhard] executes skill [Quick Shot] on target [Werewolf]
19:15:01SQ
Gebhard uses skill Quick Shot
19:15:03SQ
[Gebhard] executes skill [Quick Shot] on target [Werewolf]
19:15:03SQ
Gebhard uses skill Quick Shot
19:15:03SQ
Skill [Shieldwall] removed from [Alrik].
19:15:05SQ
[Alrik] executes skill [Thrust] on target [Werewolf]
19:15:05SQ
Alrik uses skill Thrust
19:15:06SQ
[Alrik] executes skill [Thrust] on target [Werewolf]
19:15:06SQ
Alrik uses skill Thrust
19:15:08SQ
[Roderick] executes skill [Cleave] on target [Werewolf]
19:15:08SQ
Roderick uses skill Cleave
19:15:08SQ
Werewolf has died.
19:15:41SQ
INFO: Next round issued: 3
19:15:41SQ
*
19:15:41SQ
* Werewolf: Starting turn.
19:15:41SQ
-> Behaviors to pick from:
Attack.Default (340.045)(*), Idle (1), Flee (0), Engage.Melee (0), Roam (0), BreakFree (0), Howl (0), Retreat (0)
19:15:41SQ
-> Behavior picked: Attack.Default (340.045)
19:15:42SQ
* Werewolf: Using Werewolf Claws against Ludolf the Idle!
19:15:42SQ
Werewolf uses skill Werewolf Claws
19:15:42SQ
-> Behaviors to pick from:
Attack.Default (356.176)(*), Idle (1), Roam (0), BreakFree (0), Flee (0), Howl (0), Retreat (0), Engage.Melee (0)
19:15:42SQ
-> Behavior picked: Attack.Default (356.176)
19:15:43SQ
* Werewolf: Using Werewolf Claws against Ludolf the Idle!
19:15:43SQ
Werewolf uses skill Werewolf Claws
19:15:43SQ
-> Behaviors to pick from:
Attack.Default (345.451)(*), Idle (1), Flee (0), Howl (0), Roam (0), Retreat (0), Engage.Melee (0), BreakFree (0)
19:15:43SQ
-> Behavior picked: Attack.Default (345.451)
19:15:44SQ
* Werewolf: Using Werewolf Claws against Ludolf the Idle!
19:15:44SQ
Werewolf uses skill Werewolf Claws
19:15:44SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Engage.Melee (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Attack.Default (0)
19:15:44SQ
-> Behavior picked: Idle (1)
19:15:44SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:15:44SQ
* ---------------------------------------------------
19:15:44SQ
*
19:15:44SQ
* Werewolf: Starting turn.
19:15:45SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), BreakFree (0), Howl (0), Engage.Melee (0), Roam (0), Retreat (0), Attack.Default (0)
19:15:45SQ
-> Behavior picked: Flee (9000)
19:15:45SQ
* Werewolf: Fleeing.
19:15:47SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0), Retreat (0), Attack.Default (0), Howl (0)
19:15:47SQ
-> Behavior picked: Flee (9000)
19:15:47SQ
* Werewolf: Fleeing.
19:15:47SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Attack.Default (0), BreakFree (0), Retreat (0), Howl (0), Roam (0), Flee (0)
19:15:47SQ
-> Behavior picked: Idle (1)
19:15:47SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:15:47SQ
* ---------------------------------------------------
19:16:25SQ
[Ludolf the Idle] executes skill [Slash] on target [Werewolf]
19:16:25SQ
Ludolf the Idle uses skill Slash
19:16:26SQ
[Ludolf the Idle] executes skill [Slash] on target [Werewolf]
19:16:26SQ
Ludolf the Idle uses skill Slash
19:16:27SQ
[Alrik] executes skill [Thrust] on target [Werewolf]
19:16:27SQ
Alrik uses skill Thrust
19:16:28SQ
[Alrik] executes skill [Thrust] on target [Werewolf]
19:16:28SQ
Alrik uses skill Thrust
19:16:29SQ
[Erwin] executes skill [Quick Shot] on target [Werewolf]
19:16:29SQ
Erwin uses skill Quick Shot
19:16:30SQ
[Erwin] executes skill [Quick Shot] on target [Werewolf]
19:16:30SQ
Erwin uses skill Quick Shot
19:16:33SQ
[Gebhard] executes skill [Quick Shot] on target [Werewolf]
19:16:33SQ
Gebhard uses skill Quick Shot
19:16:34SQ
[Gebhard] executes skill [Quick Shot] on target [Werewolf]
19:16:34SQ
Gebhard uses skill Quick Shot
19:16:35SQ
[Roderick] executes skill [Cleave] on target [Werewolf]
19:16:35SQ
Roderick uses skill Cleave
19:16:37SQ
[Roderick] executes skill [Cleave] on target [Werewolf]
19:16:37SQ
Roderick uses skill Cleave
19:16:37SQ
INFO: Next round issued: 4
19:16:37SQ
*
19:16:37SQ
* Werewolf: Starting turn.
19:16:37SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
19:16:37SQ
-> Behavior picked: Flee (9000)
19:16:37SQ
* Werewolf: Fleeing.
19:16:37SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0)
19:16:37SQ
-> Behavior picked: Flee (9000)
19:16:37SQ
* Werewolf: Fleeing.
19:16:37SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), Engage.Melee (0), Retreat (0), BreakFree (0), Howl (0), Roam (0), Flee (0)
19:16:37SQ
-> Behavior picked: Idle (1)
19:16:37SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:16:37SQ
* ---------------------------------------------------
19:16:38SQ
*
19:16:38SQ
* Werewolf: Starting turn.
19:16:38SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Retreat (0), BreakFree (0), Engage.Melee (0), Howl (0), Attack.Default (0), Roam (0)
19:16:38SQ
-> Behavior picked: Flee (9000)
19:16:39SQ
* Werewolf: Fleeing.
19:16:39SQ
Werewolf has died.
19:16:39SQ
TurnSequenceBar::initNextTurn(Locked: true First: 1 Last: 6 Entities: 7)
19:17:22SQ
INFO: Next round issued: 5
19:17:29SQ
*
19:17:29SQ
* Werewolf: Starting turn.
19:17:29SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (2033.33), Idle (1), BreakFree (0), Howl (0), Engage.Melee (0), Roam (0), Attack.Default (0)
19:17:29SQ
-> Behavior picked: Flee (9000)
19:17:29SQ
* Werewolf: Fleeing.
19:17:29SQ
-> Behaviors to pick from:
Flee (9000)(*), Retreat (4066.67)(*), Idle (1), Howl (0), Engage.Melee (0), Roam (0), Attack.Default (0), BreakFree (0)
19:17:29SQ
-> Behavior picked: Retreat (4066.67)
19:17:29SQ
* Werewolf: Retreated!
19:17:29Resource
Unloading: gfx/orientation_overlay.png
19:17:29UI
Failed to load procedural content "procedural/tacticalentity(33805,90027,socket,arrow)".
19:17:33Resource
Loading: music/victory_01.music
19:17:33Resource
Unloading: music/beasts_01.music
19:17:36SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
19:17:36SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
19:17:36SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
19:17:36SQ
World::onCombatFinished
19:17:36SQ
TacticalState::onFinish
19:17:36Resource
Unloading: gfx/object_0.png
19:17:36Resource
Unloading: gfx/detail.png
19:17:36Resource
Unloading Resource Package "Temporary Tactical Resources".
19:17:36Resource
Unloading: sounds/enemies/werewolf_death_01.wav
19:17:36Resource
Unloading: sounds/enemies/werewolf_death_02.wav
19:17:36Resource
Unloading: sounds/enemies/werewolf_death_03.wav
19:17:36Resource
Unloading: sounds/enemies/werewolf_death_04.wav
19:17:36Resource
Unloading: sounds/enemies/werewolf_flee_01.wav
19:17:36Resource
Unloading: sounds/enemies/werewolf_flee_02.wav
19:17:36Resource
Unloading: sounds/combat/werewolf_claw_01.wav
19:17:36Resource
Unloading: sounds/combat/werewolf_claw_02.wav
19:17:36Resource
Unloading: sounds/combat/werewolf_claw_03.wav
19:17:36Resource
Unloading: sounds/combat/werewolf_claw_hit_01.wav
19:17:36Resource
Unloading: sounds/combat/werewolf_claw_hit_02.wav
19:17:36Resource
Unloading: sounds/combat/werewolf_claw_hit_03.wav
19:17:36UI
IngameMenuScreen::UNREGISTER
19:17:36UI
MainMenuModule::UNREGISTER
19:17:36UI
LoadCampaignMenuModule::UNREGISTER
19:17:36UI
SaveCampaignMenuModule::UNREGISTER
19:17:36UI
OptionsMenuModule::UNREGISTER
19:17:36UI
OptionsMenuModuleVideoPanel::UNREGISTER
19:17:36UI
OptionsMenuModuleVideoPanel::UNREGISTER
19:17:36UI
OptionsMenuModuleControlsPanel::UNREGISTER
19:17:36UI
OptionsMenuModuleGameplayPanel::UNREGISTER
19:17:36UI
TacticalFleeScreen::UNREGISTER
19:17:36UI
CharacterScreen::UNREGISTER
19:17:36UI
CharacterScreenLeftPanelModule::UNREGISTER
19:17:36UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
19:17:36UI
CharacterScreenPaperdollModule::UNREGISTER
19:17:36UI
CharacterScreenSkillsModule::UNREGISTER
19:17:36UI
CharacterScreenStatsModule::UNREGISTER
19:17:36UI
CharacterScreenRightPanelModule::UNREGISTER
19:17:36UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
19:17:36UI
CharacterScreenInventoryListModule::UNREGISTER
19:17:36UI
CharacterScreenPerksModule::UNREGISTER
19:17:36UI
CharacterScreenBrothersListModule::UNREGISTER
19:17:36UI
CharacterScreenBattleStartFooterModule::UNREGISTER
19:17:36UI
TacticalScreen::UNREGISTER
19:17:36UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
19:17:36UI
TacticalScreenOrientationOverlayModule::UNREGISTER
19:17:36UI
TacticalScreenTopbarEventLogModule::UNREGISTER
19:17:36UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
19:17:36UI
TacticalScreenTopbarOptionsModule::UNREGISTER
19:17:36UI
TacticalCombatResultScreen::UNREGISTER
19:17:36UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
19:17:36UI
TacticalCombatResultScreenLootPanel::UNREGISTER
19:18:21Script
VM collected 26 object(s) and deleted them.
19:18:21Resource
Loading: music/worldmap_03.music
19:18:21Resource
Unloading: music/victory_01.music
19:18:28SQ
Save campaign: Alex.
19:18:29Scene
Finished saving scene.
19:18:31SQ
contract added: contract.escort_caravan
19:19:10SQ
contract added: contract.errant
19:19:19SQ
chance to fire event: 1.00018%
19:19:21SQ
contract removed: contract.escort_caravan
19:19:43SQ
chance to fire event: 1.53633%
19:20:04SQ
contract added: contract.errant
19:20:05SQ
chance to fire event: 2.32378%
19:20:14SQ
chance to fire event: 3.1114%
19:20:20SQ
contract removed: contract.escort_caravan
19:20:23SQ
chance to fire event: 3.89873%
19:20:25SQ
contract added: contract.errant
19:20:29SQ
contract added: contract.errant
19:20:32SQ
chance to fire event: 4.68631%
19:20:40SQ
chance to fire event: 5.47375%
19:20:45SQ
Save campaign: autosave
19:20:46Scene
Finished saving scene.
19:20:46SQ
WorldState::onHide
19:20:46UI
TacticalScreen::REGISTER
19:20:46UI
TacticalScreenTurnSequenceBarModule::REGISTER
19:20:46UI
TacticalScreenOrientationOverlayModule::REGISTER
19:20:46UI
TacticalScreenTopbarEventLogModule::REGISTER
19:20:46UI
TacticalScreenTopbarRoundInformationModule::REGISTER
19:20:46UI
TacticalScreenTopbarOptionsModule::REGISTER
19:20:46Resource
Loading: gfx/object_0.png
19:20:46Texture
Texture "gfx/object_0.png" (ID: 14) took up approximately 2730kb in video memory.
19:20:46Resource
Loading: gfx/detail.png
19:20:46Texture
Texture "gfx/detail.png" (ID: 15) took up approximately 5461kb in video memory.
19:20:46Resource
Loading: gfx/orientation_overlay.png
19:20:46Texture
Texture "gfx/orientation_overlay.png" (ID: 16) took up approximately 512kb in video memory.
19:20:46Resource
Loading: gfx/entity_3.png
19:20:46Texture
Texture "gfx/entity_3.png" (ID: 17) took up approximately 1365kb in video memory.
19:20:46SQ
TACTICAL: STASH LOCKED: true
19:20:46SQ
INFO: Next round issued: 1
19:20:46Resource
Started loading Resource Package "Temporary Tactical Resources".
19:20:46Resource
Loading: sounds/enemies/werewolf_death_01.wav
19:20:46UI
CharacterScreen::REGISTER
19:20:46UI
CharacterScreenLeftPanelModule::REGISTER
19:20:46UI
CharacterScreenLeftPanelHeaderModule::REGISTER
19:20:46UI
CharacterScreenPaperdollModule::REGISTER
19:20:46UI
CharacterScreenSkillsModule::REGISTER
19:20:46UI
CharacterScreenStatsModule::REGISTER
19:20:46UI
CharacterScreenRightPanelModule::REGISTER
19:20:46UI
CharacterScreenRightPanelHeaderModule::REGISTER
19:20:46UI
CharacterScreenInventoryListModule::REGISTER
19:20:46UI
CharacterScreenPerksModule::REGISTER
19:20:46UI
CharacterScreenBrothersListModule::REGISTER
19:20:46UI
CharacterScreenBattleStartFooterModule::REGISTER
19:20:46UI
TacticalFleeScreen::REGISTER
19:20:46UI
IngameMenuScreen::REGISTER
19:20:46UI
MainMenuModule::REGISTER
19:20:46UI
LoadCampaignMenuModule::REGISTER
19:20:46UI
SaveCampaignMenuModule::REGISTER
19:20:46UI
OptionsMenuModule::REGISTER
19:20:46UI
OptionsMenuModuleVideoPanel::REGISTER
19:20:46UI
OptionsMenuModuleAudioPanel::REGISTER
19:20:46UI
OptionsMenuModuleControlsPanel::REGISTER
19:20:46UI
OptionsMenuModuleGameplayPanel::REGISTER
19:20:46UI
TacticalCombatResultScreen::REGISTER
19:20:46UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
19:20:46UI
TacticalCombatResultScreenLootPanel::REGISTER
19:20:46Resource
Loading: sounds/enemies/werewolf_death_02.wav
19:20:46Resource
Loading: sounds/enemies/werewolf_death_03.wav
19:20:46Resource
Loading: sounds/enemies/werewolf_death_04.wav
19:20:46Resource
Loading: sounds/enemies/werewolf_flee_01.wav
19:20:46Resource
Loading: sounds/enemies/werewolf_flee_02.wav
19:20:46Resource
Loading: sounds/combat/werewolf_claw_01.wav
19:20:46Resource
Loading: sounds/combat/werewolf_claw_02.wav
19:20:46Resource
Loading: sounds/combat/werewolf_claw_03.wav
19:20:46Resource
Loading: sounds/combat/werewolf_claw_hit_01.wav
19:20:46Resource
Loading: sounds/combat/werewolf_claw_hit_02.wav
19:20:46Resource
Loading: sounds/combat/werewolf_claw_hit_03.wav
19:20:46SQ
*
19:20:46SQ
* Werewolf: Starting turn.
19:20:47SQ
defensive score: 0.28
19:20:47SQ
defensive threshold: 30
19:20:47SQ
-> Behaviors to pick from:
Engage.Melee (117.333)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
19:20:47SQ
-> Behavior picked: Engage.Melee (117.333)
19:20:47SQ
* Werewolf: Engaging to melee range with Ludolf the Idle (not visible), accepted_distance=0
19:20:47SQ
* Werewolf: Reached engage destination
19:20:47SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
19:20:47SQ
-> Behavior picked: Idle (1)
19:20:47SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:20:47SQ
* ---------------------------------------------------
19:20:47SQ
*
19:20:47SQ
* Werewolf: Starting turn.
19:20:47SQ
-> Behaviors to pick from:
Engage.Melee (103.086)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
19:20:47SQ
-> Behavior picked: Engage.Melee (103.086)
19:20:47SQ
* Werewolf: Engaging to melee range with Ludolf the Idle (visible), accepted_distance=0
19:20:49SQ
* Werewolf: Reached engage destination
19:20:49SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
19:20:49SQ
-> Behavior picked: Idle (1)
19:20:49SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:20:49SQ
* ---------------------------------------------------
19:20:49SQ
*
19:20:49SQ
* Werewolf: Starting turn.
19:20:49SQ
-> Behaviors to pick from:
Engage.Melee (166.667)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
19:20:49SQ
-> Behavior picked: Engage.Melee (166.667)
19:20:49SQ
* Werewolf: Engaging to melee range with Roderick (not visible), accepted_distance=0
19:20:50Resource
Loading: music/beasts_01.music
19:20:50Resource
Unloading: music/worldmap_03.music
19:21:14SQ
* Werewolf: Reached engage destination
19:21:14SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
19:21:14SQ
-> Behavior picked: Idle (1)
19:21:14SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:21:14SQ
* ---------------------------------------------------
19:21:14SQ
*
19:21:14SQ
* Werewolf: Starting turn.
19:21:14SQ
-> Behaviors to pick from:
Engage.Melee (176.29)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
19:21:14SQ
-> Behavior picked: Engage.Melee (176.29)
19:21:14SQ
* Werewolf: Engaging to melee range with Ludolf the Idle (visible), accepted_distance=0
19:21:16SQ
* Werewolf: Reached engage destination
19:21:16SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
19:21:16SQ
-> Behavior picked: Idle (1)
19:21:16SQ
* Werewolf: Ending Turn with 0 of 12 AP left.
19:21:16SQ
* ---------------------------------------------------
19:21:26SQ
[Erwin] executes skill [Aimed Shot] on target [Werewolf]
19:21:26SQ
Erwin uses skill Aimed Shot
19:21:29SQ
[Gebhard] executes skill [Aimed Shot] on target [Werewolf]
19:21:29SQ
Gebhard uses skill Aimed Shot
19:21:30SQ
*
19:21:30SQ
* Caravan Guard: Starting turn.
19:21:30SQ
defensive score: 1.19902
19:21:30SQ
defensive threshold: 1.18182
19:21:30SQ
-> Behaviors to pick from:
Defend (90)(*), Idle (1), Attack.Split (0), BreakFree (0), Roam (0), Attack.Default (0), Defend.Shieldwall (0), Attack.Swing (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Engage.Melee (0), Flee (0)
19:21:30SQ
-> Behavior picked: Defend (90)
19:21:31SQ
* Caravan Guard: Going for defensive position.
19:21:32SQ
defensive score: 1.19902
19:21:32SQ
defensive threshold: 1.18182
19:21:32SQ
-> Behaviors to pick from:
Defend (22.5)(*), Idle (1), Roam (0), Attack.Default (0), Attack.Split (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.KnockOut (0), Defend.Shieldwall (0), Engage.Melee (0), Flee (0), Attack.Swing (0), BreakFree (0)
19:21:32SQ
-> Behavior picked: Defend (22.5)
19:21:32SQ
* Caravan Guard: Waiting until others have moved!