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Script file "scripts/ui/screens/menu/modules/scenario_menu_module.cnut" loaded successfully.
23:44:31
Script
Script file "scripts/ui/screens/menu/tactical_menu_screen.cnut" loaded successfully.
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Script
Script file "scripts/ui/screens/menu/world_menu_screen.cnut" loaded successfully.
23:44:31
Script
Script file "scripts/ui/screens/tactical/modules/orientation_overlay/orientation_overlay.cnut" loaded successfully.
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Script
Script file "scripts/ui/screens/tactical/modules/topbar/tactical_screen_topbar_event_log.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/modules/topbar/tactical_screen_topbar_options.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/modules/topbar/tactical_screen_topbar_round_information.cnut" loaded successfully.
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Script file "scripts/ui/screens/tactical/modules/turn_sequence_bar/turn_sequence_bar.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/dialogs/world_screen_combat_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_assets_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_datasource_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_daytime_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/topbar/world_screen_topbar_options_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_contract_screen/world_contract_datasource_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_contract_screen/world_contract_screen_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_game_finish_screen/world_game_finish_screen_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_hire_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_main_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/modules/world_town_screen/world_town_screen_shop_dialog_module.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_contract_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_event_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_game_finish_screen.cnut" loaded successfully.
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Script file "scripts/ui/screens/world/world_screen.cnut" loaded successfully.
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Script
Script file "scripts/ui/screens/world/world_town_screen.cnut" loaded successfully.
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Script
Script file "scripts/preload.cnut" loaded successfully.
23:44:31
Renderer
Vendor: NVIDIA Corporation
23:44:31
Renderer
Device: GeForce 8200M G/integrated/SSE2
23:44:31
Renderer
Version: 3.3.0
23:44:31
Renderer
Shader Version: 3.30 NVIDIA via Cg compiler
23:44:31
Renderer
Framebuffer Support: Yes
23:44:31
Texture
Texture "gfx/fonts/cinzel_bold_20.png" (ID: 6) took up approximately 256kb in video memory.
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Resource
Loading: gfx/ui.png
23:44:32
Texture
Texture "gfx/ui.png" (ID: 7) took up approximately 5461kb in video memory.
23:44:32
Resource
Finished loading Resource Package "preload/on_start.txt".
23:44:33
UI
Screen "RootScreen" successfully registered.
23:44:33
UI
Screen "ConsoleScreen" successfully registered.
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UI
Screen "LoadingScreen" successfully registered.
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UI
Screen "TooltipScreen" successfully registered.
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UI
Screen "TacticalScreen" successfully registered.
23:44:34
UI
Screen "TacticalCombatResultScreen" successfully registered.
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UI
Screen "TacticalFleeScreen" successfully registered.
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UI
Screen "WorldScreen" successfully registered.
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UI
Screen "WorldTownScreen" successfully registered.
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UI
Screen "WorldContractScreen" successfully registered.
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UI
Screen "WorldGameFinishScreen" successfully registered.
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UI
Screen "WorldEventPopupScreen" successfully registered.
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UI
Screen "WorldEventScreen" successfully registered.
23:44:34
UI
Screen "MainMenuScreen" successfully registered.
23:44:34
UI
Screen "WorldMenuScreen" successfully registered.
23:44:35
UI
Screen "TacticalMenuScreen" successfully registered.
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UI
Screen "WorldCharacterScreen" successfully registered.
23:44:35
UI
Screen "TacticalCharacterScreen" successfully registered.
23:44:35
SQ
Map Template: tactical.patch.bones (Script: scripts/mapgen/templates/tactical/patches/patch_bones) registered.
23:44:35
SQ
Map Template: tactical.patch.clearing (Script: scripts/mapgen/templates/tactical/patches/patch_clearing) registered.
23:44:35
SQ
Map Template: tactical.patch.clearing_leveled (Script: scripts/mapgen/templates/tactical/patches/patch_clearing_leveled) registered.
23:44:35
SQ
Map Template: tactical.patch.forest (Script: scripts/mapgen/templates/tactical/patches/patch_forest) registered.
23:44:35
SQ
Map Template: tactical.patch.forest_fern_sea (Script: scripts/mapgen/templates/tactical/patches/patch_forest_fern_sea) registered.
23:44:35
SQ
Map Template: tactical.patch.forest_mushrooms (Script: scripts/mapgen/templates/tactical/patches/patch_forest_mushrooms) registered.
23:44:35
SQ
Map Template: tactical.patch.hill (Script: scripts/mapgen/templates/tactical/patches/patch_hill) registered.
23:44:35
SQ
Map Template: tactical.patch.hill_forest (Script: scripts/mapgen/templates/tactical/patches/patch_hill_forest) registered.
23:44:35
SQ
Map Template: tactical.patch.marshland (Script: scripts/mapgen/templates/tactical/patches/patch_marshland) registered.
23:44:35
SQ
Map Template: tactical.patch.mound (Script: scripts/mapgen/templates/tactical/patches/patch_mound) registered.
23:44:35
SQ
Map Template: tactical.patch.ritual_site (Script: scripts/mapgen/templates/tactical/patches/patch_ritual_site) registered.
23:44:35
SQ
Map Template: tactical.patch.stone_circle (Script: scripts/mapgen/templates/tactical/patches/patch_stone_circle) registered.
23:44:35
SQ
Map Template: tactical.patch.stone_sea (Script: scripts/mapgen/templates/tactical/patches/patch_stone_sea) registered.
23:44:35
SQ
Map Template: tactical.forest (Script: scripts/mapgen/templates/tactical/tactical_forest) registered.
23:44:35
SQ
Map Template: tactical.forest_leaves (Script: scripts/mapgen/templates/tactical/tactical_forest_leaves) registered.
23:44:35
SQ
Map Template: tactical.plains (Script: scripts/mapgen/templates/tactical/tactical_plains) registered.
23:44:35
SQ
Map Template: tactical.swamp (Script: scripts/mapgen/templates/tactical/tactical_swamp) registered.
23:44:35
SQ
Map Template: tactical.canyon (Script: scripts/mapgen/templates/tactical/test/template_canyon) registered.
23:44:35
SQ
Map Template: tactical.clear_hill (Script: scripts/mapgen/templates/tactical/test/template_clear_hill) registered.
23:44:35
SQ
Map Template: tactical.combat_basics (Script: scripts/mapgen/templates/tactical/test/template_combat_basics) registered.
23:44:35
SQ
Map Template: tactical.defend_the_hill (Script: scripts/mapgen/templates/tactical/test/template_defend_the_hill) registered.
23:44:35
SQ
Map Template: tactical.swipe (Script: scripts/mapgen/templates/tactical/test/template_swipe) registered.
23:44:35
SQ
Map Template: tactical.test_clearing (Script: scripts/mapgen/templates/tactical/test/test_clearing) registered.
23:44:35
SQ
Map Template: tactical.test_dry_marshland (Script: scripts/mapgen/templates/tactical/test/test_dry_marshland) registered.
23:44:35
SQ
Map Template: tactical.test_forest (Script: scripts/mapgen/templates/tactical/test/test_forest) registered.
23:44:35
SQ
Map Template: tactical.test_hill (Script: scripts/mapgen/templates/tactical/test/test_hill) registered.
23:44:35
SQ
Map Template: tactical.test_hunting_grounds (Script: scripts/mapgen/templates/tactical/test/test_hunting_grounds) registered.
23:44:35
SQ
Map Template: tactical.test_marshland (Script: scripts/mapgen/templates/tactical/test/test_marshland) registered.
23:44:35
SQ
Map Template: tactical.test_plains (Script: scripts/mapgen/templates/tactical/test/test_plains) registered.
23:44:35
SQ
Map Template: tactical.test_plains_clearing (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing) registered.
23:44:35
SQ
Map Template: tactical.test_plains_clearing_leveled (Script: scripts/mapgen/templates/tactical/test/test_plains_clearing_leveled) registered.
23:44:35
SQ
Map Template: tactical.test_road (Script: scripts/mapgen/templates/tactical/test/test_road) registered.
23:44:35
SQ
Map Template: tactical.test_template (Script: scripts/mapgen/templates/tactical/test/test_template) registered.
23:44:35
SQ
Map Template: tactical.tile.earth (Script: scripts/mapgen/templates/tactical/tiles/earth) registered.
23:44:35
SQ
Map Template: tactical.tile.forest (Script: scripts/mapgen/templates/tactical/tiles/forest) registered.
23:44:35
SQ
Map Template: tactical.tile.grass (Script: scripts/mapgen/templates/tactical/tiles/grass) registered.
23:44:35
SQ
Map Template: tactical.tile.grass_forest (Script: scripts/mapgen/templates/tactical/tiles/grass_forest) registered.
23:44:35
SQ
Map Template: tactical.tile.road (Script: scripts/mapgen/templates/tactical/tiles/road) registered.
23:44:35
SQ
Map Template: tactical.tile.swamp (Script: scripts/mapgen/templates/tactical/tiles/swamp) registered.
23:44:35
SQ
Map Template: world.tile.badlands (Script: scripts/mapgen/templates/world/tiles/tile_badlands) registered.
23:44:35
SQ
Map Template: world.tile.farmland (Script: scripts/mapgen/templates/world/tiles/tile_farmland) registered.
23:44:35
SQ
Map Template: world.tile.forest (Script: scripts/mapgen/templates/world/tiles/tile_forest) registered.
23:44:35
SQ
Map Template: world.tile.forest_leaves (Script: scripts/mapgen/templates/world/tiles/tile_forest_leaves) registered.
23:44:35
SQ
Map Template: world.tile.heath (Script: scripts/mapgen/templates/world/tiles/tile_heath) registered.
23:44:35
SQ
Map Template: world.tile.highlands (Script: scripts/mapgen/templates/world/tiles/tile_highlands) registered.
23:44:35
SQ
Map Template: world.tile.hills (Script: scripts/mapgen/templates/world/tiles/tile_hills) registered.
23:44:35
SQ
Map Template: world.tile.marshland (Script: scripts/mapgen/templates/world/tiles/tile_marshland) registered.
23:44:35
SQ
Map Template: world.tile.mountains (Script: scripts/mapgen/templates/world/tiles/tile_mountains) registered.
23:44:35
SQ
Map Template: world.tile.plains (Script: scripts/mapgen/templates/world/tiles/tile_plains) registered.
23:44:35
SQ
Map Template: world.tile.snow (Script: scripts/mapgen/templates/world/tiles/tile_snow) registered.
23:44:35
SQ
Map Template: world.tile.swamp (Script: scripts/mapgen/templates/world/tiles/tile_swamp) registered.
23:44:35
SQ
Map Template: world.worldmap_generator (Script: scripts/mapgen/templates/world/worldmap_generator) registered.
23:44:35
SQ
RootState::onShow()
23:44:35
Resource
Parsed Resource Package "preload/on_running.txt" with 203 items.
23:44:35
Resource
Started loading Resource Package "preload/on_running.txt".
23:44:35
UI
RootScreen::REGISTER
23:44:35
UI
RootScreenVersionModule::REGISTER
23:44:35
Resource
Loading: music/title.music
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Resource
Loading: gfx/entity_0.png
23:44:35
UI
LoadingScreen::REGISTER
23:44:35
UI
TooltipScreen::REGISTER
23:44:35
UI
MainMenuScreen::REGISTER
23:44:35
UI
MainMenuModule::REGISTER
23:44:35
UI
LoadCampaignMenuModule::REGISTER
23:44:35
UI
NewCampaignMenuModule::REGISTER
23:44:35
UI
ScenarioMenuModule::REGISTER
23:44:35
UI
OptionsMenuModule::REGISTER
23:44:35
UI
OptionsMenuModuleVideoPanel::REGISTER
23:44:35
UI
OptionsMenuModuleAudioPanel::REGISTER
23:44:35
UI
OptionsMenuModuleControlsPanel::REGISTER
23:44:35
UI
OptionsMenuModuleGameplayPanel::REGISTER
23:44:36
Texture
Texture "gfx/entity_0.png" (ID: 8) took up approximately 43690kb in video memory.
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Resource
Loading: gfx/entity_icons.png
23:44:37
Texture
Texture "gfx/entity_icons.png" (ID: 9) took up approximately 10922kb in video memory.
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Texture
Texture "gfx/effects_0.png" (ID: 10) took up approximately 21845kb in video memory.
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Loading: gfx/world_detail.png
23:44:39
Texture
Texture "gfx/world_detail.png" (ID: 11) took up approximately 43690kb in video memory.
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Resource
Loading: gfx/world_entity_0.png
23:44:39
Texture
Texture "gfx/world_entity_0.png" (ID: 12) took up approximately 10922kb in video memory.
23:44:39
Resource
Loading: sounds/body_fall_1.ogg
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Resource
Loading: sounds/shield_broken.ogg
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Resource
Loading: sounds/combat/aimed_shot_01.wav
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23:44:40
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23:44:40
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Loading: sounds/combat/overhead_strike_hit_03.wav
23:44:40
Resource
Loading: sounds/combat/quick_shot_01.wav
23:44:40
Resource
Loading: sounds/combat/quick_shot_02.wav
23:44:40
Resource
Loading: sounds/combat/quick_shot_03.wav
23:44:40
Resource
Loading: sounds/combat/reload_01.wav
23:44:40
Resource
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23:44:40
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Loading: sounds/combat/slash_01.wav
23:44:40
Resource
Loading: sounds/combat/slash_02.wav
23:44:40
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23:44:40
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Loading: sounds/combat/slash_hit_01.wav
23:44:40
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23:44:40
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23:44:40
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23:44:40
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23:44:40
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23:44:40
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23:44:40
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23:44:40
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Loading: sounds/combat/split_hit_03.wav
23:44:40
Resource
Loading: sounds/combat/stab_01.wav
23:44:40
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Loading: sounds/combat/stab_02.wav
23:44:40
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23:44:40
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Loading: sounds/combat/stab_hit_01.wav
23:44:40
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23:44:40
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23:44:40
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Loading: sounds/combat/swing_01.wav
23:44:40
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23:44:40
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23:44:40
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Loading: sounds/combat/swing_hit_01.wav
23:44:40
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Loading: sounds/combat/swing_hit_02.wav
23:44:40
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Loading: sounds/combat/swing_hit_03.wav
23:44:40
Resource
Loading: sounds/combat/thrust_01.wav
23:44:40
Resource
Loading: sounds/combat/thrust_02.wav
23:44:40
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Loading: sounds/combat/thrust_03.wav
23:44:40
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Loading: sounds/combat/thrust_hit_01.wav
23:44:40
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23:44:40
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Loading: sounds/combat/thrust_hit_03.wav
23:44:40
Resource
Loading: sounds/combat/hook_01.wav
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Loading: sounds/combat/hook_02.wav
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Loading: sounds/combat/hook_03.wav
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Loading: sounds/combat/hook_hit_01.wav
23:44:40
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Loading: sounds/combat/hook_hit_02.wav
23:44:40
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Loading: sounds/combat/hook_hit_03.wav
23:44:40
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Loading: sounds/combat/knockback_01.wav
23:44:40
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Loading: sounds/combat/knockback_02.wav
23:44:40
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Loading: sounds/combat/knockback_03.wav
23:44:40
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Loading: sounds/combat/knockback_hit_01.wav
23:44:40
Resource
Loading: sounds/combat/knockback_hit_02.wav
23:44:40
Resource
Loading: sounds/combat/knockback_hit_03.wav
23:44:40
Resource
Loading: sounds/combat/puncture_01.wav
23:44:40
Resource
Loading: sounds/combat/puncture_02.wav
23:44:40
Resource
Loading: sounds/combat/puncture_03.wav
23:44:40
Resource
Loading: sounds/combat/puncture_hit_01.wav
23:44:40
Resource
Loading: sounds/combat/puncture_hit_02.wav
23:44:40
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23:44:40
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Loading: sounds/combat/riposte_01.wav
23:44:40
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Loading: sounds/combat/riposte_02.wav
23:44:40
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Loading: sounds/combat/riposte_03.wav
23:44:40
Resource
Loading: sounds/combat/spearwall_01.wav
23:44:40
Resource
Loading: sounds/combat/spearwall_02.wav
23:44:40
Resource
Loading: sounds/combat/spearwall_03.wav
23:44:40
Resource
Loading: sounds/combat/shieldwall_01.wav
23:44:40
Resource
Loading: sounds/combat/shieldwall_02.wav
23:44:40
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Loading: sounds/combat/shieldwall_03.wav
23:44:40
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Loading: sounds/combat/split_shield_01.wav
23:44:40
Resource
Loading: sounds/combat/split_shield_02.wav
23:44:40
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Loading: sounds/combat/split_shield_03.wav
23:44:40
Resource
Loading: sounds/combat/bro_damage_taken_01.wav
23:44:40
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23:44:40
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Loading: sounds/combat/bro_damage_taken_03.wav
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23:44:40
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Loading: sounds/combat/bro_damage_taken_soft_01.wav
23:44:40
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23:44:40
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Loading: sounds/combat/bro_damage_taken_soft_03.wav
23:44:40
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23:44:40
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23:44:40
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23:44:40
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Loading: sounds/combat/bro_dying_04.wav
23:44:40
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Loading: sounds/combat/bro_dying_05.wav
23:44:40
Resource
Loading: sounds/combat/cleave_01.wav
23:44:40
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Loading: sounds/combat/cleave_02.wav
23:44:40
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Loading: sounds/combat/cleave_03.wav
23:44:40
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Loading: sounds/combat/cleave_hit_hitpoints_01.wav
23:44:40
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23:44:40
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Loading: sounds/combat/crush_armor_01.wav
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Loading: sounds/combat/crush_armor_02.wav
23:44:40
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Loading: sounds/combat/crush_armor_03.wav
23:44:40
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Loading: sounds/combat/crush_armor_hit_01.wav
23:44:40
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Loading: sounds/combat/crush_armor_hit_02.wav
23:44:40
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Loading: sounds/combat/crush_armor_hit_03.wav
23:44:40
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Loading: sounds/combat/decapitate_hit_01.wav
23:44:40
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Loading: sounds/combat/decapitate_hit_02.wav
23:44:40
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Loading: sounds/combat/decapitate_hit_03.wav
23:44:40
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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
23:44:40
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Loading: sounds/combat/hammer_strike_hit_02.wav
23:44:40
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Loading: sounds/combat/hammer_strike_hit_03.wav
23:44:40
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Loading: sounds/combat/round_swing_01.wav
23:44:40
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Loading: sounds/combat/round_swing_02.wav
23:44:40
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Loading: sounds/combat/round_swing_03.wav
23:44:40
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Loading: sounds/combat/round_swing_hit_01.wav
23:44:40
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Loading: sounds/combat/round_swing_hit_02.wav
23:44:40
Resource
Loading: sounds/combat/round_swing_hit_03.wav
23:44:40
Resource
Loading: sounds/combat/javelin_throw_01.wav
23:44:40
Resource
Loading: sounds/combat/javelin_throw_02.wav
23:44:40
Resource
Loading: sounds/combat/javelin_throw_03.wav
23:44:40
Resource
Loading: sounds/combat/javelin_miss_01.wav
23:44:40
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23:44:41
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23:44:41
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Loading: sounds/combat/javelin_hit_01.wav
23:44:41
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Loading: sounds/combat/javelin_hit_03.wav
23:44:41
Resource
Loading: sounds/combat/flail_01.wav
23:44:41
Resource
Loading: sounds/combat/flail_02.wav
23:44:41
Resource
Loading: sounds/combat/flail_03.wav
23:44:41
Resource
Loading: sounds/combat/flail_hit_01.wav
23:44:41
Resource
Loading: sounds/combat/flail_hit_02.wav
23:44:41
Resource
Loading: sounds/combat/flail_hit_03.wav
23:44:41
Resource
Loading: sounds/combat/lash_01.wav
23:44:41
Resource
Loading: sounds/combat/lash_02.wav
23:44:41
Resource
Loading: sounds/combat/lash_03.wav
23:44:41
Resource
Loading: sounds/combat/lash_hit_01.wav
23:44:41
Resource
Loading: sounds/combat/lash_hit_02.wav
23:44:41
Resource
Loading: sounds/combat/lash_hit_03.wav
23:44:41
Resource
Loading: sounds/combat/weapon_break_01.wav
23:44:41
Resource
Loading: sounds/combat/rotation_01.wav
23:44:41
Resource
Loading: sounds/combat/footwork_01.wav
23:44:41
Resource
Loading: sounds/combat/return_favor_01.wav
23:44:41
Resource
Loading: sounds/combat/perfect_focus_01.wav
23:44:41
Resource
Loading: sounds/combat/rally_the_troops_01.wav
23:44:41
Resource
Loading: sounds/new_round_01.wav
23:44:41
Resource
Loading: sounds/new_round_02.wav
23:44:41
Resource
Loading: sounds/new_round_03.wav
23:44:41
Resource
Loading: sounds/scribble.wav
23:44:41
Resource
Loading: sounds/inventory/wardog_inventory_01.wav
23:44:41
Resource
Loading: sounds/inventory/wardog_inventory_02.wav
23:44:41
Resource
Loading: sounds/inventory/wardog_inventory_03.wav
23:44:43
SQ
Init World State!
23:44:43
SQ
Load campaign: autosave
23:44:45
Scene
Finished loading scene.
23:44:45
SQ
contract added: contract.escort_caravan
23:44:45
SQ
contract added: contract.destroy_inactive_location
23:44:45
SQ
contract added: contract.destroy_bandit_camp
23:44:45
SQ
contract added: contract.escort_caravan
23:44:45
Resource
Loading: gfx/world_weather.png
23:44:46
Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
23:44:47
UI
WorldScreen::REGISTER
23:44:47
UI
WorldScreenTopbarOptionsModule::REGISTER
23:44:47
UI
WorldScreenTopbarDayTimeModule::REGISTER
23:44:47
UI
WorldScreenTopbarAssetsModule::REGISTER
23:44:47
UI
WorldScreenActiveContractPanelModule::REGISTER
23:44:47
UI
WorldContractContentModule::REGISTER
23:44:47
UI
CombatDialogModule::REGISTER
23:44:47
UI
WorldEventScreen::REGISTER
23:44:47
UI
WorldContractScreen::REGISTER
23:44:47
UI
WorldContractScreenDialogModule::REGISTER
23:44:47
UI
WorldContractContentModule::REGISTER
23:44:47
UI
WorldContractButtonsModule::REGISTER
23:44:47
UI
WorldTownScreen::REGISTER
23:44:47
UI
WorldTownScreenMainDialogModule::REGISTER
23:44:47
UI
WorldTownScreenHireDialogModule::REGISTER
23:44:47
UI
WorldTownScreenShopDialogModule::REGISTER
23:44:47
UI
WorldContractScreenDialogModule::REGISTER
23:44:47
UI
WorldContractContentModule::REGISTER
23:44:47
UI
WorldContractButtonsModule::REGISTER
23:44:47
UI
WorldEventPopupScreen::REGISTER
23:44:47
UI
IngameMenuScreen::REGISTER
23:44:47
UI
MainMenuModule::REGISTER
23:44:47
UI
LoadCampaignMenuModule::REGISTER
23:44:47
Resource
Loading: music/worldmap_03.music
23:44:48
Resource
Unloading: music/title.music
23:44:48
UI
SaveCampaignMenuModule::REGISTER
23:44:48
UI
OptionsMenuModule::REGISTER
23:44:48
UI
OptionsMenuModuleVideoPanel::REGISTER
23:44:48
UI
OptionsMenuModuleAudioPanel::REGISTER
23:44:48
UI
OptionsMenuModuleControlsPanel::REGISTER
23:44:48
UI
OptionsMenuModuleGameplayPanel::REGISTER
23:44:48
UI
WorldGameFinishScreen::REGISTER
23:44:48
UI
WorldGameFinishScreenDialogModule::REGISTER
23:44:48
UI
CharacterScreen::REGISTER
23:44:48
UI
CharacterScreenLeftPanelModule::REGISTER
23:44:48
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
23:44:48
UI
CharacterScreenPaperdollModule::REGISTER
23:44:48
UI
CharacterScreenSkillsModule::REGISTER
23:44:48
UI
CharacterScreenStatsModule::REGISTER
23:44:48
UI
CharacterScreenRightPanelModule::REGISTER
23:44:48
UI
CharacterScreenRightPanelHeaderModule::REGISTER
23:44:48
UI
CharacterScreenInventoryListModule::REGISTER
23:44:48
UI
CharacterScreenPerksModule::REGISTER
23:44:48
UI
CharacterScreenBrothersListModule::REGISTER
23:44:48
UI
CharacterScreenBattleStartFooterModule::REGISTER
23:44:59
SQ
Location entered: Abandoned Graveyard
23:45:01
SQ
Save campaign: autosave
23:45:02
Scene
Finished saving scene.
23:45:03
SQ
WorldState::onHide
23:45:03
UI
TacticalScreen::REGISTER
23:45:03
UI
TacticalScreenTurnSequenceBarModule::REGISTER
23:45:03
UI
TacticalScreenOrientationOverlayModule::REGISTER
23:45:03
UI
TacticalScreenTopbarEventLogModule::REGISTER
23:45:03
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
23:45:03
UI
TacticalScreenTopbarOptionsModule::REGISTER
23:45:03
Resource
Loading: gfx/detail.png
23:45:04
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
23:45:04
Resource
Loading: gfx/object_0.png
23:45:04
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
23:45:04
Resource
Loading: gfx/entity_1.png
23:45:04
Texture
Texture "gfx/entity_1.png" (ID: 16) took up approximately 1365kb in video memory.
23:45:04
Resource
Loading: gfx/orientation_overlay.png
23:45:04
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
23:45:04
Resource
Loading: sounds/atmosphere/forest_01.wav
23:45:04
SQ
TACTICAL: STASH LOCKED: true
23:45:05
SQ
INFO: Next round issued: 1
23:45:05
Resource
Started loading Resource Package "Temporary Tactical Resources".
23:45:05
UI
CharacterScreen::REGISTER
23:45:05
UI
CharacterScreenLeftPanelModule::REGISTER
23:45:05
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
23:45:05
UI
CharacterScreenPaperdollModule::REGISTER
23:45:05
UI
CharacterScreenSkillsModule::REGISTER
23:45:05
UI
CharacterScreenStatsModule::REGISTER
23:45:05
UI
CharacterScreenRightPanelModule::REGISTER
23:45:05
UI
CharacterScreenRightPanelHeaderModule::REGISTER
23:45:05
UI
CharacterScreenInventoryListModule::REGISTER
23:45:05
UI
CharacterScreenPerksModule::REGISTER
23:45:05
UI
CharacterScreenBrothersListModule::REGISTER
23:45:05
UI
CharacterScreenBattleStartFooterModule::REGISTER
23:45:05
UI
TacticalFleeScreen::REGISTER
23:45:05
UI
IngameMenuScreen::REGISTER
23:45:05
UI
MainMenuModule::REGISTER
23:45:05
UI
LoadCampaignMenuModule::REGISTER
23:45:05
UI
SaveCampaignMenuModule::REGISTER
23:45:05
UI
OptionsMenuModule::REGISTER
23:45:05
UI
OptionsMenuModuleVideoPanel::REGISTER
23:45:05
UI
OptionsMenuModuleAudioPanel::REGISTER
23:45:05
UI
OptionsMenuModuleControlsPanel::REGISTER
23:45:05
UI
OptionsMenuModuleGameplayPanel::REGISTER
23:45:05
UI
TacticalCombatResultScreen::REGISTER
23:45:05
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
23:45:05
UI
TacticalCombatResultScreenLootPanel::REGISTER
23:45:05
Resource
Loading: sounds/enemies/zombie_hurt_01.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_hurt_02.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_hurt_03.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_hurt_04.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_hurt_05.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_hurt_06.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_hurt_07.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_death_01.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_death_02.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_death_03.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_death_04.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_death_05.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_death_06.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_rise_01.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_rise_02.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_rise_03.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_rise_04.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_idle_01.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_idle_02.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_idle_03.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_idle_04.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_idle_05.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_idle_06.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_bite_01.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_bite_02.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_bite_03.wav
23:45:05
Resource
Loading: sounds/enemies/zombie_bite_04.wav
23:45:07
Resource
Loading: music/undead_02.music
23:45:08
Resource
Unloading: music/worldmap_03.music
23:45:38
SQ
*
23:45:38
SQ
* Wiederganger: Starting turn.
23:45:38
SQ
defensive score: 0
23:45:38
SQ
defensive threshold: 30
23:45:39
SQ
-> Behaviors to pick from:
Engage.Melee (235.714)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (235.714)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:45:39
SQ
-> Behavior picked: Engage.Melee (235.714)
23:45:39
SQ
* Wiederganger: Engaging to melee range with Burkhard (visible), accepted_distance=0
23:45:40
SQ
* Wiederganger: Reached engage destination
23:45:40
SQ
defensive score: 0
23:45:40
SQ
defensive threshold: 30
23:45:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:45:40
SQ
-> Behavior picked: Idle (1)
23:45:40
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
23:45:40
SQ
* ---------------------------------------------------
23:45:40
SQ
*
23:45:40
SQ
* Wiederganger: Starting turn.
23:45:40
SQ
defensive score: 0
23:45:40
SQ
defensive threshold: 30
23:45:41
SQ
-> Behaviors to pick from:
Engage.Melee (572)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (572)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:45:41
SQ
-> Behavior picked: Engage.Melee (572)
23:45:41
SQ
* Wiederganger: Engaging to melee range with Burkhard (visible), accepted_distance=0
23:45:42
SQ
* Wiederganger: Reached engage destination
23:45:42
SQ
defensive score: 0
23:45:42
SQ
defensive threshold: 30
23:45:42
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:45:42
SQ
-> Behavior picked: Idle (1)
23:45:42
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
23:45:42
SQ
* ---------------------------------------------------
23:45:42
SQ
*
23:45:42
SQ
* Wiederganger: Starting turn.
23:45:42
SQ
defensive score: 0
23:45:42
SQ
defensive threshold: 30
23:45:42
SQ
-> Behaviors to pick from:
Engage.Melee (572)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (572)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:45:42
SQ
-> Behavior picked: Engage.Melee (572)
23:45:43
SQ
* Wiederganger: Engaging to melee range with Burkhard (visible), accepted_distance=0
23:45:44
SQ
* Wiederganger: Reached engage destination
23:45:44
SQ
defensive score: 0
23:45:44
SQ
defensive threshold: 30
23:45:44
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:45:44
SQ
-> Behavior picked: Idle (1)
23:45:44
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:45:44
SQ
* ---------------------------------------------------
23:45:44
SQ
*
23:45:44
SQ
* Wiederganger: Starting turn.
23:45:45
SQ
defensive score: 0
23:45:45
SQ
defensive threshold: 30
23:45:45
SQ
-> Behaviors to pick from:
Engage.Melee (343.75)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (343.75)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:45:45
SQ
-> Behavior picked: Engage.Melee (343.75)
23:45:45
SQ
* Wiederganger: Engaging to melee range with Sorrel (not visible), accepted_distance=0
23:45:46
SQ
* Wiederganger: Reached engage destination
23:45:46
SQ
defensive score: 0
23:45:46
SQ
defensive threshold: 30
23:45:46
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:45:46
SQ
-> Behavior picked: Idle (1)
23:45:47
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:45:47
SQ
* ---------------------------------------------------
23:45:47
SQ
*
23:45:47
SQ
* Wiederganger: Starting turn.
23:45:47
SQ
defensive score: 0
23:45:47
SQ
defensive threshold: 30
23:45:47
SQ
-> Behaviors to pick from:
Engage.Melee (286)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (286)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:45:47
SQ
-> Behavior picked: Engage.Melee (286)
23:45:48
SQ
* Wiederganger: Engaging to melee range with Sorrel (visible), accepted_distance=0
23:45:49
SQ
* Wiederganger: Reached engage destination
23:45:49
SQ
defensive score: 0
23:45:49
SQ
defensive threshold: 30
23:45:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:45:49
SQ
-> Behavior picked: Idle (1)
23:45:49
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:45:49
SQ
* ---------------------------------------------------
23:45:49
SQ
*
23:45:49
SQ
* Wiederganger: Starting turn.
23:45:50
SQ
defensive score: 0
23:45:50
SQ
defensive threshold: 30
23:45:50
SQ
-> Behaviors to pick from:
Engage.Melee (424.286)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (424.286)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:45:50
SQ
-> Behavior picked: Engage.Melee (424.286)
23:45:50
SQ
* Wiederganger: Engaging to melee range with Burkhard (visible), accepted_distance=0
23:45:51
SQ
* Wiederganger: Reached engage destination
23:45:51
SQ
defensive score: 0
23:45:51
SQ
defensive threshold: 30
23:45:51
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:45:51
SQ
-> Behavior picked: Idle (1)
23:45:51
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
23:45:51
SQ
* ---------------------------------------------------
23:46:17
SQ
INFO: Next round issued: 2
23:46:35
SQ
*
23:46:35
SQ
* Wiederganger: Starting turn.
23:46:35
SQ
defensive score: 0
23:46:35
SQ
defensive threshold: 30
23:46:35
SQ
-> Behaviors to pick from:
Engage.Melee (323.278)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (323.278)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:46:35
SQ
-> Behavior picked: Engage.Melee (323.278)
23:46:36
SQ
* Wiederganger: Engaging to melee range with Sorrel (visible), accepted_distance=0
23:46:37
SQ
* Wiederganger: Reached engage destination
23:46:37
SQ
defensive score: 0
23:46:37
SQ
defensive threshold: 30
23:46:37
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:46:37
SQ
-> Behavior picked: Idle (1)
23:46:37
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:46:37
SQ
* ---------------------------------------------------
23:46:37
SQ
*
23:46:37
SQ
* Wiederganger: Starting turn.
23:46:38
SQ
defensive score: 0
23:46:38
SQ
defensive threshold: 30
23:46:38
SQ
-> Behaviors to pick from:
Engage.Melee (268.813)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (268.813)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:46:38
SQ
-> Behavior picked: Engage.Melee (268.813)
23:46:38
SQ
* Wiederganger: Engaging to melee range with Sorrel (visible), accepted_distance=0
23:46:39
SQ
* Wiederganger: Reached engage destination
23:46:40
SQ
defensive score: 0
23:46:40
SQ
defensive threshold: 30
23:46:40
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:46:40
SQ
-> Behavior picked: Idle (1)
23:46:40
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:46:40
SQ
* ---------------------------------------------------
23:46:40
SQ
*
23:46:40
SQ
* Wiederganger: Starting turn.
23:46:40
SQ
defensive score: 0
23:46:40
SQ
defensive threshold: 30
23:46:40
SQ
-> Behaviors to pick from:
Engage.Melee (326.792)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (326.792)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:46:40
SQ
-> Behavior picked: Engage.Melee (326.792)
23:46:41
SQ
* Wiederganger: Engaging to melee range with Kori (visible), accepted_distance=0
23:46:42
SQ
* Wiederganger: Reached engage destination
23:46:42
SQ
defensive score: 0
23:46:42
SQ
defensive threshold: 30
23:46:42
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:46:42
SQ
-> Behavior picked: Idle (1)
23:46:42
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
23:46:42
SQ
* ---------------------------------------------------
23:46:42
SQ
*
23:46:42
SQ
* Wiederganger: Starting turn.
23:46:42
SQ
defensive score: 0
23:46:42
SQ
defensive threshold: 30
23:46:43
SQ
-> Behaviors to pick from:
Engage.Melee (282.765)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (282.765)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:46:43
SQ
-> Behavior picked: Engage.Melee (282.765)
23:46:43
SQ
* Wiederganger: Engaging to melee range with Bertel the Wolf (visible), accepted_distance=0
23:46:44
SQ
* Wiederganger: Reached engage destination
23:46:44
SQ
defensive score: 0
23:46:44
SQ
defensive threshold: 30
23:46:44
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:46:44
SQ
-> Behavior picked: Idle (1)
23:46:44
SQ
* Wiederganger: Ending Turn with 3 of 6 AP left.
23:46:44
SQ
* ---------------------------------------------------
23:46:44
SQ
*
23:46:44
SQ
* Wiederganger: Starting turn.
23:46:45
SQ
defensive score: 0
23:46:45
SQ
defensive threshold: 30
23:46:45
SQ
-> Behaviors to pick from:
Engage.Melee (253)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (253)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:46:45
SQ
-> Behavior picked: Engage.Melee (253)
23:46:45
SQ
* Wiederganger: Engaging to melee range with Burkhard (visible), accepted_distance=0
23:46:46
SQ
* Wiederganger: Reached engage destination
23:46:46
SQ
defensive score: 0
23:46:46
SQ
defensive threshold: 30
23:46:46
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:46:46
SQ
-> Behavior picked: Idle (1)
23:46:46
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
23:46:46
SQ
* ---------------------------------------------------
23:46:47
SQ
*
23:46:47
SQ
* Wiederganger: Starting turn.
23:46:47
SQ
defensive score: 0
23:46:47
SQ
defensive threshold: 30
23:46:47
SQ
-> Behaviors to pick from:
Engage.Melee (300.438)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (300.438)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:46:47
SQ
-> Behavior picked: Engage.Melee (300.438)
23:46:48
SQ
* Wiederganger: Engaging to melee range with Kori (visible), accepted_distance=0
23:46:48
SQ
* Wiederganger: Reached engage destination
23:46:48
SQ
defensive score: 0
23:46:48
SQ
defensive threshold: 30
23:46:49
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:46:49
SQ
-> Behavior picked: Idle (1)
23:46:49
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
23:46:49
SQ
* ---------------------------------------------------
23:46:58
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:46:58
SQ
Dirk uses skill Quick Shot
23:47:15
SQ
[Bertel the Wolf] executes skill [Spearwall] on target [Bertel the Wolf]
23:47:15
SQ
Bertel the Wolf uses skill Spearwall
23:47:28
SQ
INFO: Next round issued: 3
23:47:41
SQ
[Dirk] executes skill [Aimed Shot] on target [Wiederganger]
23:47:41
SQ
Dirk uses skill Aimed Shot
23:47:44
SQ
[Burkhard] executes skill [Spearwall] on target [Burkhard]
23:47:44
SQ
Burkhard uses skill Spearwall
23:47:46
SQ
*
23:47:46
SQ
* Wiederganger: Starting turn.
23:47:46
SQ
defensive score: 0
23:47:46
SQ
defensive threshold: 30
23:47:47
SQ
-> Behaviors to pick from:
Engage.Melee (375)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (375)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:47:47
SQ
-> Behavior picked: Engage.Melee (375)
23:47:47
SQ
* Wiederganger: Engaging to melee range with Berthold (visible), accepted_distance=0
23:47:48
SQ
* Wiederganger: Reached engage destination
23:47:49
SQ
defensive score: 0
23:47:49
SQ
defensive threshold: 30
23:47:49
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
23:47:49
SQ
-> Behavior picked: Idle (1)
23:47:49
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
23:47:49
SQ
* ---------------------------------------------------
23:47:50
SQ
Skill [Spearwall] removed from [Bertel the Wolf].
23:47:51
SQ
[Bertel the Wolf] executes skill [Spearwall] on target [Bertel the Wolf]
23:47:51
SQ
Bertel the Wolf uses skill Spearwall
23:47:53
SQ
*
23:47:53
SQ
* Wiederganger: Starting turn.
23:47:53
SQ
defensive score: 0
23:47:53
SQ
defensive threshold: 30
23:47:53
SQ
-> Behaviors to pick from:
Engage.Melee (495)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (495)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:47:53
SQ
-> Behavior picked: Engage.Melee (495)
23:47:54
SQ
* Wiederganger: Engaging to melee range with Bertel the Wolf (visible), accepted_distance=0
23:47:55
SQ
* Wiederganger: Reached engage destination
23:47:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
23:47:55
SQ
-> Behavior picked: Idle (1)
23:47:55
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:47:55
SQ
* ---------------------------------------------------
23:47:55
SQ
*
23:47:55
SQ
* Wiederganger: Starting turn.
23:47:56
SQ
-> Behaviors to pick from:
Engage.Melee (403.846)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (403.846)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:47:56
SQ
-> Behavior picked: Engage.Melee (403.846)
23:47:56
SQ
* Wiederganger: Engaging to melee range with Bertel the Wolf (visible), accepted_distance=0
23:47:57
SQ
* Wiederganger: Reached engage destination
23:47:57
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
23:47:57
SQ
-> Behavior picked: Idle (1)
23:47:57
SQ
* Wiederganger: Ending Turn with 1 of 6 AP left.
23:47:57
SQ
* ---------------------------------------------------
23:47:58
SQ
*
23:47:58
SQ
* Wiederganger: Starting turn.
23:47:58
SQ
-> Behaviors to pick from:
Engage.Melee (462)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (462)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:47:58
SQ
-> Behavior picked: Engage.Melee (462)
23:47:59
SQ
* Wiederganger: Engaging to melee range with Burkhard (not visible), accepted_distance=0
23:48:00
SQ
* Wiederganger: Reached engage destination
23:48:00
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
23:48:00
SQ
-> Behavior picked: Idle (1)
23:48:00
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:48:00
SQ
* ---------------------------------------------------
23:48:00
SQ
*
23:48:00
SQ
* Wiederganger: Starting turn.
23:48:01
SQ
-> Behaviors to pick from:
Engage.Melee (343.75)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (343.75)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:48:01
SQ
-> Behavior picked: Engage.Melee (343.75)
23:48:01
SQ
* Wiederganger: Engaging to melee range with Burkhard (visible), accepted_distance=0
23:48:02
SQ
* Wiederganger: Reached engage destination
23:48:04
SQ
-> Behaviors to pick from:
Engage.Melee (343.75)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (343.75)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:48:04
SQ
-> Behavior picked: Engage.Melee (343.75)
23:48:04
SQ
* Wiederganger: Engaging to melee range with Burkhard (visible), accepted_distance=0
23:48:04
SQ
* Wiederganger: Reached engage destination
23:48:04
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:48:04
SQ
-> Behavior picked: Idle (1)
23:48:04
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:48:04
SQ
* ---------------------------------------------------
23:48:05
SQ
*
23:48:05
SQ
* Wiederganger: Starting turn.
23:48:05
SQ
-> Behaviors to pick from:
Engage.Melee (495)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (495)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:48:05
SQ
-> Behavior picked: Engage.Melee (495)
23:48:06
SQ
* Wiederganger: Engaging to melee range with Berthold (visible), accepted_distance=0
23:48:07
SQ
* Wiederganger: Reached engage destination
23:48:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
23:48:08
SQ
-> Behavior picked: Idle (1)
23:48:08
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:48:08
SQ
* ---------------------------------------------------
23:48:13
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:48:13
SQ
Sorrel uses skill Hammer
23:48:18
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:48:18
SQ
Berthold uses skill Slash
23:48:20
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:48:20
SQ
Berthold uses skill Slash
23:48:28
SQ
[Kori] executes skill [Puncture] on target [Wiederganger]
23:48:28
SQ
Kori uses skill Puncture
23:48:36
SQ
Skill [Spearwall] removed from [Burkhard].
23:48:36
UI
equip item: 42721901
23:48:40
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:48:40
SQ
Bertel the Wolf uses skill Thrust
23:48:40
SQ
INFO: Next round issued: 4
23:48:43
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:48:43
SQ
Dirk uses skill Quick Shot
23:48:44
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:48:44
SQ
Dirk uses skill Quick Shot
23:48:47
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:48:47
SQ
Sorrel uses skill Hammer
23:48:47
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:48:47
SQ
Sorrel uses skill Hammer
23:48:57
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:48:57
SQ
Berthold uses skill Slash
23:48:59
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:48:59
SQ
Berthold uses skill Slash
23:49:02
SQ
[Kori] executes skill [Puncture] on target [Wiederganger]
23:49:02
SQ
Kori uses skill Puncture
23:49:03
SQ
[Kori] executes skill [Puncture] on target [Wiederganger]
23:49:03
SQ
Kori uses skill Puncture
23:49:03
SQ
*
23:49:03
SQ
* Wiederganger: Starting turn.
23:49:04
SQ
-> Behaviors to pick from:
Engage.Melee (720)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (720)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:49:04
SQ
-> Behavior picked: Engage.Melee (720)
23:49:04
SQ
* Wiederganger: Engaging to melee range with Kori (visible), accepted_distance=0
23:49:05
SQ
* Wiederganger: Reached engage destination
23:49:05
SQ
-> Behaviors to pick from:
Attack.Default (46.1157)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
Attack.Default (46.1157)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
23:49:05
SQ
-> Behavior picked: Attack.Default (46.1157)
23:49:06
SQ
* Wiederganger: Using Bite against Kori!
23:49:06
SQ
Wiederganger uses skill Bite
23:49:06
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
23:49:06
SQ
-> Behavior picked: Idle (1)
23:49:06
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:49:06
SQ
* ---------------------------------------------------
23:49:07
SQ
*
23:49:07
SQ
* Wiederganger: Starting turn.
23:49:07
SQ
-> Behaviors to pick from:
Attack.Default (43.9007)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (43.9007)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:49:07
SQ
-> Behavior picked: Attack.Default (43.9007)
23:49:08
SQ
* Wiederganger: Using Bash against Bertel the Wolf!
23:49:08
SQ
Wiederganger uses skill Bash
23:49:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:49:08
SQ
-> Behavior picked: Idle (1)
23:49:08
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:49:08
SQ
* ---------------------------------------------------
23:49:08
SQ
*
23:49:08
SQ
* Wiederganger: Starting turn.
23:49:09
SQ
-> Behaviors to pick from:
Attack.Default (51.6419)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (51.6419)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:49:09
SQ
-> Behavior picked: Attack.Default (51.6419)
23:49:09
SQ
* Wiederganger: Using Hammer against Bertel the Wolf!
23:49:09
SQ
Wiederganger uses skill Hammer
23:49:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:49:09
SQ
-> Behavior picked: Idle (1)
23:49:10
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:49:10
SQ
* ---------------------------------------------------
23:49:12
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:49:12
SQ
Burkhard uses skill Puncture
23:49:13
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:49:13
SQ
Burkhard uses skill Puncture
23:49:13
SQ
*
23:49:13
SQ
* Wiederganger: Starting turn.
23:49:14
SQ
-> Behaviors to pick from:
Attack.Default (92.9231)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (92.9231)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:49:14
SQ
-> Behavior picked: Attack.Default (92.9231)
23:49:15
SQ
* Wiederganger: Using Impale against Bertel the Wolf!
23:49:15
SQ
Wiederganger uses skill Impale
23:49:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:49:17
SQ
-> Behavior picked: Idle (1)
23:49:17
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:49:17
SQ
* ---------------------------------------------------
23:49:17
SQ
Skill [Spearwall] removed from [Bertel the Wolf].
23:49:20
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:49:20
SQ
Bertel the Wolf uses skill Thrust
23:49:20
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:49:20
SQ
Bertel the Wolf uses skill Thrust
23:49:21
SQ
*
23:49:21
SQ
* Wiederganger: Starting turn.
23:49:21
SQ
-> Behaviors to pick from:
Attack.Default (82.3612)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (82.3612)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
23:49:21
SQ
-> Behavior picked: Attack.Default (82.3612)
23:49:22
SQ
* Wiederganger: Using Chop against Burkhard!
23:49:22
SQ
Wiederganger uses skill Chop
23:49:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
23:49:22
SQ
-> Behavior picked: Idle (1)
23:49:22
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:49:22
SQ
* ---------------------------------------------------
23:49:22
SQ
*
23:49:22
SQ
* Wiederganger: Starting turn.
23:49:23
SQ
-> Behaviors to pick from:
Attack.Default (72.6695)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (72.6695)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:49:23
SQ
-> Behavior picked: Attack.Default (72.6695)
23:49:23
SQ
* Wiederganger: Using Bash against Kori!
23:49:23
SQ
Wiederganger uses skill Bash
23:49:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:49:24
SQ
-> Behavior picked: Idle (1)
23:49:24
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:49:24
SQ
* ---------------------------------------------------
23:49:24
SQ
INFO: Next round issued: 5
23:49:28
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:49:28
SQ
Sorrel uses skill Hammer
23:49:28
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:49:28
SQ
Sorrel uses skill Hammer
23:49:36
SQ
[Berthold] executes skill [Knock Back] on target [Wiederganger]
23:49:36
SQ
Berthold uses skill Knock Back
23:49:44
SQ
[Dirk] executes skill [Aimed Shot] on target [Wiederganger]
23:49:44
SQ
Dirk uses skill Aimed Shot
23:49:46
SQ
*
23:49:46
SQ
* Wiederganger: Starting turn.
23:49:46
SQ
-> Behaviors to pick from:
Attack.Default (78.5237)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0)
Attack.Default (78.5237)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0)
23:49:46
SQ
-> Behavior picked: Attack.Default (78.5237)
23:49:47
SQ
* Wiederganger: Using Bite against Kori!
23:49:47
SQ
Wiederganger uses skill Bite
23:49:47
SQ
Kori has died.
23:49:47
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0)
23:49:47
SQ
-> Behavior picked: Idle (1)
23:49:47
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:49:47
SQ
* ---------------------------------------------------
23:49:48
SQ
*
23:49:48
SQ
* Wiederganger: Starting turn.
23:49:48
SQ
-> Behaviors to pick from:
Attack.Default (59.7422)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (59.7422)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
23:49:48
SQ
-> Behavior picked: Attack.Default (59.7422)
23:49:49
SQ
* Wiederganger: Using Bash against Bertel the Wolf!
23:49:49
SQ
Wiederganger uses skill Bash
23:49:49
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
23:49:49
SQ
-> Behavior picked: Idle (1)
23:49:49
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:49:49
SQ
* ---------------------------------------------------
23:49:50
SQ
*
23:49:50
SQ
* Wiederganger: Starting turn.
23:49:50
SQ
-> Behaviors to pick from:
Attack.Default (78.106)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (78.106)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
23:49:50
SQ
-> Behavior picked: Attack.Default (78.106)
23:49:51
SQ
* Wiederganger: Using Hammer against Bertel the Wolf!
23:49:51
SQ
Wiederganger uses skill Hammer
23:49:51
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
23:49:51
SQ
-> Behavior picked: Idle (1)
23:49:51
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:49:51
SQ
* ---------------------------------------------------
23:49:51
SQ
*
23:49:51
SQ
* Wiederganger: Starting turn.
23:49:52
SQ
-> Behaviors to pick from:
Attack.Default (79.3975)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (79.3975)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
23:49:52
SQ
-> Behavior picked: Attack.Default (79.3975)
23:49:52
SQ
* Wiederganger: Using Impale against Bertel the Wolf!
23:49:52
SQ
Wiederganger uses skill Impale
23:49:52
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
23:49:52
SQ
-> Behavior picked: Idle (1)
23:49:53
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:49:53
SQ
* ---------------------------------------------------
23:49:53
SQ
*
23:49:53
SQ
* Wiederganger: Starting turn.
23:49:53
SQ
-> Behaviors to pick from:
Attack.Default (81.7112)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
Attack.Default (81.7112)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
23:49:53
SQ
-> Behavior picked: Attack.Default (81.7112)
23:49:54
SQ
* Wiederganger: Using Chop against Burkhard!
23:49:54
SQ
Wiederganger uses skill Chop
23:49:54
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
23:49:54
SQ
-> Behavior picked: Idle (1)
23:49:54
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:49:54
SQ
* ---------------------------------------------------
23:50:03
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:50:03
SQ
Bertel the Wolf uses skill Thrust
23:50:04
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:50:04
SQ
Bertel the Wolf uses skill Thrust
23:50:04
SQ
Wiederganger has died.
23:50:05
SQ
*
23:50:05
SQ
* Wiederganger: Starting turn.
23:50:05
SQ
-> Behaviors to pick from:
Attack.Default (74.3687)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (74.3687)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
23:50:05
SQ
-> Behavior picked: Attack.Default (74.3687)
23:50:06
SQ
* Wiederganger: Using Bash against Berthold!
23:50:06
SQ
Wiederganger uses skill Bash
23:50:06
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
23:50:06
SQ
-> Behavior picked: Idle (1)
23:50:06
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:50:06
SQ
* ---------------------------------------------------
23:50:08
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:50:08
SQ
Burkhard uses skill Puncture
23:50:15
SQ
INFO: Next round issued: 6
23:50:15
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
23:50:19
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:50:19
SQ
Sorrel uses skill Hammer
23:50:20
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:50:20
SQ
Sorrel uses skill Hammer
23:50:20
SQ
*
23:50:20
SQ
* Wiederganger: Starting turn.
23:50:20
SQ
-> Behaviors to pick from:
Attack.Default (59.0894)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (59.0894)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
23:50:20
SQ
-> Behavior picked: Attack.Default (59.0894)
23:50:21
SQ
* Wiederganger: Using Bite against Berthold!
23:50:21
SQ
Wiederganger uses skill Bite
23:50:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
23:50:21
SQ
-> Behavior picked: Idle (1)
23:50:21
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:50:21
SQ
* ---------------------------------------------------
23:50:24
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:50:24
SQ
Dirk uses skill Quick Shot
23:50:25
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:50:25
SQ
Dirk uses skill Quick Shot
23:50:25
SQ
Wiederganger has died.
23:50:31
Resource
Loading: music/undead_01.music
23:50:31
Resource
Unloading: music/undead_02.music
23:50:31
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:50:31
SQ
Berthold uses skill Slash
23:50:35
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:50:35
SQ
Berthold uses skill Slash
23:50:36
SQ
*
23:50:36
SQ
* Wiederganger: Starting turn.
23:50:36
SQ
-> Behaviors to pick from:
Attack.Default (49.7565)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
Attack.Default (49.7565)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
23:50:36
SQ
-> Behavior picked: Attack.Default (49.7565)
23:50:37
SQ
* Wiederganger: Using Hammer against Berthold!
23:50:37
SQ
Wiederganger uses skill Hammer
23:50:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
23:50:37
SQ
-> Behavior picked: Idle (1)
23:50:37
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:50:37
SQ
* ---------------------------------------------------
23:50:37
SQ
*
23:50:37
SQ
* Wiederganger: Starting turn.
23:50:38
SQ
-> Behaviors to pick from:
Attack.Default (82.0362)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0)
Attack.Default (82.0362)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0)
23:50:38
SQ
-> Behavior picked: Attack.Default (82.0362)
23:50:38
SQ
* Wiederganger: Using Chop against Burkhard!
23:50:38
SQ
Wiederganger uses skill Chop
23:50:39
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0)
23:50:39
SQ
-> Behavior picked: Idle (1)
23:50:39
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:50:39
SQ
* ---------------------------------------------------
23:50:39
SQ
*
23:50:39
SQ
* Wiederganger: Starting turn.
23:50:40
SQ
-> Behaviors to pick from:
Attack.Default (61.2229)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
Attack.Default (61.2229)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
23:50:40
SQ
-> Behavior picked: Attack.Default (61.2229)
23:50:40
SQ
* Wiederganger: Using Bash against Berthold!
23:50:40
SQ
Wiederganger uses skill Bash
23:50:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
23:50:40
SQ
-> Behavior picked: Idle (1)
23:50:40
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:50:40
SQ
* ---------------------------------------------------
23:50:42
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:50:42
SQ
Bertel the Wolf uses skill Thrust
23:50:42
SQ
Wiederganger has died.
23:50:44
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:50:44
SQ
Bertel the Wolf uses skill Thrust
23:50:46
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:50:46
SQ
Burkhard uses skill Puncture
23:50:49
SQ
INFO: Next round issued: 7
23:50:49
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
23:50:52
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:50:52
SQ
Sorrel uses skill Hammer
23:50:53
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:50:53
SQ
Sorrel uses skill Hammer
23:50:53
SQ
*
23:50:53
SQ
* Wiederganger: Starting turn.
23:50:54
SQ
-> Behaviors to pick from:
Attack.Default (220.634)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
Attack.Default (220.634)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
23:50:54
SQ
-> Behavior picked: Attack.Default (220.634)
23:50:54
SQ
* Wiederganger: Using Bite against Berthold!
23:50:54
SQ
Wiederganger uses skill Bite
23:50:55
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
23:50:55
SQ
-> Behavior picked: Idle (1)
23:50:55
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:50:55
SQ
* ---------------------------------------------------
23:50:55
SQ
*
23:50:55
SQ
* Wiederganger: Starting turn.
23:50:56
SQ
-> Behaviors to pick from:
Attack.Default (62.1797)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (62.1797)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:50:56
SQ
-> Behavior picked: Attack.Default (62.1797)
23:50:56
SQ
* Wiederganger: Using Bash against Bertel the Wolf!
23:50:56
SQ
Wiederganger uses skill Bash
23:50:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:50:56
SQ
-> Behavior picked: Idle (1)
23:50:56
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:50:56
SQ
* ---------------------------------------------------
23:51:01
SQ
[Berthold] executes skill [Knock Back] on target [Wiederganger]
23:51:01
SQ
Berthold uses skill Knock Back
23:51:02
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:51:02
SQ
Berthold uses skill Slash
23:51:06
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:51:06
SQ
Dirk uses skill Quick Shot
23:51:06
SQ
Wiederganger has died.
23:51:08
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:51:08
SQ
Dirk uses skill Quick Shot
23:51:08
SQ
*
23:51:08
SQ
* Wiederganger: Starting turn.
23:51:09
SQ
-> Behaviors to pick from:
Attack.Default (56.0362)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (56.0362)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
23:51:09
SQ
-> Behavior picked: Attack.Default (56.0362)
23:51:09
SQ
* Wiederganger: Using Chop against Burkhard!
23:51:09
SQ
Wiederganger uses skill Chop
23:51:10
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
23:51:10
SQ
-> Behavior picked: Idle (1)
23:51:10
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:51:10
SQ
* ---------------------------------------------------
23:51:10
SQ
*
23:51:10
SQ
* Wiederganger: Starting turn.
23:51:11
SQ
-> Behaviors to pick from:
Engage.Melee (380)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (380)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:51:11
SQ
-> Behavior picked: Engage.Melee (380)
23:51:11
SQ
* Wiederganger: Engaging to melee range with Berthold (visible), accepted_distance=0
23:51:12
SQ
* Wiederganger: Reached engage destination
23:51:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:51:12
SQ
-> Behavior picked: Idle (1)
23:51:12
SQ
* Wiederganger: Ending Turn with 3 of 6 AP left.
23:51:12
SQ
* ---------------------------------------------------
23:51:14
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:51:14
SQ
Bertel the Wolf uses skill Thrust
23:51:14
SQ
Wiederganger has died.
23:51:20
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:51:20
SQ
Burkhard uses skill Puncture
23:51:22
SQ
INFO: Next round issued: 8
23:51:23
SQ
*
23:51:23
SQ
* Wiederganger: Starting turn.
23:51:23
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:23
SQ
knocking away visible entity
23:51:23
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:23
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 2, item = Table, @INDEX@ = 1, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
23:51:23
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:23
SQ
knocking away visible entity
23:51:24
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:24
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
23:51:24
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:24
SQ
knocking away visible entity
23:51:25
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:25
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
23:51:25
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:25
SQ
knocking away visible entity
23:51:26
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:26
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
23:51:26
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:51:27
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
23:51:29
SQ
-> Behaviors to pick from:
Attack.Default (193.822)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0)
Attack.Default (193.822)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0)
23:51:29
SQ
-> Behavior picked: Attack.Default (193.822)
23:51:29
SQ
* Wiederganger: Using Bite against Berthold!
23:51:29
SQ
Wiederganger uses skill Bite
23:51:29
SQ
Berthold has died.
23:51:29
SQ
-> Behaviors to pick from:
Engage.Melee (494.5)(*), Idle (1), Roam (0), BreakFree (0), Attack.Default (0)
Engage.Melee (494.5)(*), Idle (1), Roam (0), BreakFree (0), Attack.Default (0)
23:51:29
SQ
-> Behavior picked: Engage.Melee (494.5)
23:51:30
SQ
* Wiederganger: Engaging to melee range with Bertel the Wolf (visible), accepted_distance=0
23:51:33
SQ
Bertel the Wolf has died.
23:51:33
SQ
Sorrel has died.
23:51:33
Resource
Unloading: gfx/orientation_overlay.png
23:51:37
Resource
Loading: music/defeat_01.music
23:51:37
Resource
Unloading: music/undead_01.music
23:51:37
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
23:51:37
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
23:51:37
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
23:51:37
SQ
World::onCombatFinished
23:51:37
SQ
TacticalState::onFinish
23:51:38
Resource
Unloading: gfx/entity_1.png
23:51:38
Resource
Unloading: gfx/object_0.png
23:51:38
Resource
Unloading Resource Package "Temporary Tactical Resources".
23:51:38
Resource
Unloading: sounds/enemies/zombie_hurt_01.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_hurt_02.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_hurt_03.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_hurt_04.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_hurt_05.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_hurt_06.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_hurt_07.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_death_01.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_death_02.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_death_03.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_death_04.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_death_05.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_death_06.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_rise_01.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_rise_02.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_rise_03.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_rise_04.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_idle_01.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_idle_02.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_idle_03.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_idle_04.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_idle_05.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_idle_06.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_bite_01.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_bite_02.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_bite_03.wav
23:51:38
Resource
Unloading: sounds/enemies/zombie_bite_04.wav
23:51:38
Resource
Unloading: gfx/detail.png
23:51:38
UI
IngameMenuScreen::UNREGISTER
23:51:38
UI
MainMenuModule::UNREGISTER
23:51:38
UI
LoadCampaignMenuModule::UNREGISTER
23:51:38
UI
SaveCampaignMenuModule::UNREGISTER
23:51:38
UI
OptionsMenuModule::UNREGISTER
23:51:38
UI
OptionsMenuModuleVideoPanel::UNREGISTER
23:51:38
UI
OptionsMenuModuleVideoPanel::UNREGISTER
23:51:38
UI
OptionsMenuModuleControlsPanel::UNREGISTER
23:51:38
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
23:51:38
UI
TacticalFleeScreen::UNREGISTER
23:51:38
UI
CharacterScreen::UNREGISTER
23:51:38
UI
CharacterScreenLeftPanelModule::UNREGISTER
23:51:38
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
23:51:38
UI
CharacterScreenPaperdollModule::UNREGISTER
23:51:38
UI
CharacterScreenSkillsModule::UNREGISTER
23:51:38
UI
CharacterScreenStatsModule::UNREGISTER
23:51:38
UI
CharacterScreenRightPanelModule::UNREGISTER
23:51:38
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
23:51:38
UI
CharacterScreenInventoryListModule::UNREGISTER
23:51:38
UI
CharacterScreenPerksModule::UNREGISTER
23:51:38
UI
CharacterScreenBrothersListModule::UNREGISTER
23:51:38
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
23:51:38
UI
TacticalScreen::UNREGISTER
23:51:38
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
23:51:38
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
23:51:38
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
23:51:38
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
23:51:38
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
23:51:38
UI
TacticalCombatResultScreen::UNREGISTER
23:51:38
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
23:51:38
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
23:51:41
Resource
Loading: music/worldmap_07.music
23:51:42
Resource
Unloading: music/defeat_01.music
23:52:32
Script
VM collected 1 object(s) and deleted them.
23:53:13
SQ
Load campaign: autosave
23:53:13
Resource
Unloading: gfx/world_weather.png
23:53:14
Scene
Finished loading scene.
23:53:15
SQ
contract added: contract.escort_caravan
23:53:15
SQ
contract added: contract.destroy_inactive_location
23:53:15
SQ
contract added: contract.destroy_bandit_camp
23:53:15
SQ
contract added: contract.escort_caravan
23:53:15
Resource
Loading: gfx/world_weather.png
23:53:16
Texture
Texture "gfx/world_weather.png" (ID: 13) took up approximately 43690kb in video memory.
23:53:17
Resource
Loading: music/worldmap_03.music
23:53:17
Resource
Unloading: music/worldmap_07.music
23:53:19
SQ
Location entered: Abandoned Graveyard
23:53:22
SQ
Save campaign: autosave
23:53:23
Scene
Finished saving scene.
23:53:23
SQ
WorldState::onHide
23:53:24
UI
TacticalScreen::REGISTER
23:53:24
UI
TacticalScreenTurnSequenceBarModule::REGISTER
23:53:24
UI
TacticalScreenOrientationOverlayModule::REGISTER
23:53:24
UI
TacticalScreenTopbarEventLogModule::REGISTER
23:53:24
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
23:53:24
UI
TacticalScreenTopbarOptionsModule::REGISTER
23:53:24
Resource
Loading: gfx/detail.png
23:53:24
Texture
Texture "gfx/detail.png" (ID: 14) took up approximately 5461kb in video memory.
23:53:24
Resource
Loading: gfx/object_0.png
23:53:24
Texture
Texture "gfx/object_0.png" (ID: 15) took up approximately 2730kb in video memory.
23:53:25
Resource
Loading: gfx/entity_1.png
23:53:25
Texture
Texture "gfx/entity_1.png" (ID: 16) took up approximately 1365kb in video memory.
23:53:25
Resource
Loading: gfx/orientation_overlay.png
23:53:25
Texture
Texture "gfx/orientation_overlay.png" (ID: 17) took up approximately 512kb in video memory.
23:53:25
SQ
TACTICAL: STASH LOCKED: true
23:53:25
SQ
INFO: Next round issued: 1
23:53:25
Resource
Started loading Resource Package "Temporary Tactical Resources".
23:53:25
UI
CharacterScreen::REGISTER
23:53:25
UI
CharacterScreenLeftPanelModule::REGISTER
23:53:25
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
23:53:25
UI
CharacterScreenPaperdollModule::REGISTER
23:53:25
UI
CharacterScreenSkillsModule::REGISTER
23:53:25
UI
CharacterScreenStatsModule::REGISTER
23:53:25
UI
CharacterScreenRightPanelModule::REGISTER
23:53:25
UI
CharacterScreenRightPanelHeaderModule::REGISTER
23:53:25
UI
CharacterScreenInventoryListModule::REGISTER
23:53:25
UI
CharacterScreenPerksModule::REGISTER
23:53:25
UI
CharacterScreenBrothersListModule::REGISTER
23:53:25
UI
CharacterScreenBattleStartFooterModule::REGISTER
23:53:25
UI
TacticalFleeScreen::REGISTER
23:53:25
UI
IngameMenuScreen::REGISTER
23:53:25
UI
MainMenuModule::REGISTER
23:53:25
UI
LoadCampaignMenuModule::REGISTER
23:53:25
UI
SaveCampaignMenuModule::REGISTER
23:53:25
UI
OptionsMenuModule::REGISTER
23:53:25
UI
OptionsMenuModuleVideoPanel::REGISTER
23:53:25
UI
OptionsMenuModuleAudioPanel::REGISTER
23:53:25
UI
OptionsMenuModuleControlsPanel::REGISTER
23:53:25
UI
OptionsMenuModuleGameplayPanel::REGISTER
23:53:25
UI
TacticalCombatResultScreen::REGISTER
23:53:25
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
23:53:25
UI
TacticalCombatResultScreenLootPanel::REGISTER
23:53:25
Resource
Loading: sounds/enemies/zombie_hurt_01.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_hurt_02.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_hurt_03.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_hurt_04.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_hurt_05.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_hurt_06.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_hurt_07.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_death_01.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_death_02.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_death_03.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_death_04.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_death_05.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_death_06.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_rise_01.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_rise_02.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_rise_03.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_rise_04.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_idle_01.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_idle_02.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_idle_03.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_idle_04.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_idle_05.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_idle_06.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_bite_01.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_bite_02.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_bite_03.wav
23:53:25
Resource
Loading: sounds/enemies/zombie_bite_04.wav
23:53:28
Resource
Loading: music/undead_02.music
23:53:28
Resource
Unloading: music/worldmap_03.music
23:54:09
SQ
*
23:54:09
SQ
* Wiederganger: Starting turn.
23:54:10
SQ
defensive score: 0
23:54:10
SQ
defensive threshold: 30
23:54:10
SQ
-> Behaviors to pick from:
Engage.Melee (440)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (440)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:54:10
SQ
-> Behavior picked: Engage.Melee (440)
23:54:10
SQ
* Wiederganger: Engaging to melee range with Berthold (visible), accepted_distance=0
23:54:11
SQ
* Wiederganger: Reached engage destination
23:54:12
SQ
defensive score: 0
23:54:12
SQ
defensive threshold: 30
23:54:12
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:54:12
SQ
-> Behavior picked: Idle (1)
23:54:12
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:54:12
SQ
* ---------------------------------------------------
23:54:12
SQ
*
23:54:12
SQ
* Wiederganger: Starting turn.
23:54:12
SQ
defensive score: 0
23:54:12
SQ
defensive threshold: 30
23:54:12
SQ
-> Behaviors to pick from:
Engage.Melee (247.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (247.5)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:54:12
SQ
-> Behavior picked: Engage.Melee (247.5)
23:54:13
SQ
* Wiederganger: Engaging to melee range with Sorrel (not visible), accepted_distance=0
23:54:14
SQ
* Wiederganger: Reached engage destination
23:54:14
SQ
defensive score: 0
23:54:14
SQ
defensive threshold: 30
23:54:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:54:14
SQ
-> Behavior picked: Idle (1)
23:54:14
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:54:14
SQ
* ---------------------------------------------------
23:54:14
SQ
*
23:54:14
SQ
* Wiederganger: Starting turn.
23:54:15
SQ
defensive score: 0
23:54:15
SQ
defensive threshold: 30
23:54:15
SQ
-> Behaviors to pick from:
Engage.Melee (235.714)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (235.714)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:54:15
SQ
-> Behavior picked: Engage.Melee (235.714)
23:54:15
SQ
* Wiederganger: Engaging to melee range with Berthold (visible), accepted_distance=0
23:54:16
SQ
* Wiederganger: Reached engage destination
23:54:16
SQ
defensive score: 0
23:54:16
SQ
defensive threshold: 30
23:54:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:54:17
SQ
-> Behavior picked: Idle (1)
23:54:17
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:54:17
SQ
* ---------------------------------------------------
23:54:17
SQ
*
23:54:17
SQ
* Wiederganger: Starting turn.
23:54:17
SQ
defensive score: 0
23:54:17
SQ
defensive threshold: 30
23:54:17
SQ
-> Behaviors to pick from:
Engage.Melee (616)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (616)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:54:17
SQ
-> Behavior picked: Engage.Melee (616)
23:54:18
SQ
* Wiederganger: Engaging to melee range with Berthold (not visible), accepted_distance=0
23:54:19
SQ
* Wiederganger: Reached engage destination
23:54:19
SQ
defensive score: 0
23:54:19
SQ
defensive threshold: 30
23:54:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:54:19
SQ
-> Behavior picked: Idle (1)
23:54:19
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:54:19
SQ
* ---------------------------------------------------
23:54:19
SQ
*
23:54:19
SQ
* Wiederganger: Starting turn.
23:54:19
SQ
defensive score: 0
23:54:19
SQ
defensive threshold: 30
23:54:20
SQ
-> Behaviors to pick from:
Engage.Melee (440)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (440)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:54:20
SQ
-> Behavior picked: Engage.Melee (440)
23:54:20
SQ
* Wiederganger: Engaging to melee range with Kori (not visible), accepted_distance=0
23:54:21
SQ
* Wiederganger: Reached engage destination
23:54:21
SQ
defensive score: 0
23:54:21
SQ
defensive threshold: 30
23:54:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:54:21
SQ
-> Behavior picked: Idle (1)
23:54:21
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:54:21
SQ
* ---------------------------------------------------
23:54:21
SQ
*
23:54:21
SQ
* Wiederganger: Starting turn.
23:54:22
SQ
defensive score: 0
23:54:22
SQ
defensive threshold: 30
23:54:22
SQ
-> Behaviors to pick from:
Engage.Melee (259.286)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (259.286)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:54:22
SQ
-> Behavior picked: Engage.Melee (259.286)
23:54:22
SQ
* Wiederganger: Engaging to melee range with Berthold (not visible), accepted_distance=0
23:54:24
SQ
* Wiederganger: Reached engage destination
23:54:24
SQ
defensive score: 0
23:54:24
SQ
defensive threshold: 30
23:54:24
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:54:24
SQ
-> Behavior picked: Idle (1)
23:54:24
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:54:24
SQ
* ---------------------------------------------------
23:54:46
SQ
INFO: Next round issued: 2
23:54:57
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:54:57
SQ
Dirk uses skill Quick Shot
23:54:59
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:54:59
SQ
Dirk uses skill Quick Shot
23:55:01
SQ
*
23:55:01
SQ
* Wiederganger: Starting turn.
23:55:01
SQ
defensive score: 0
23:55:01
SQ
defensive threshold: 30
23:55:02
SQ
-> Behaviors to pick from:
Engage.Melee (323.278)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (323.278)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:55:02
SQ
-> Behavior picked: Engage.Melee (323.278)
23:55:02
SQ
* Wiederganger: Engaging to melee range with Berthold (visible), accepted_distance=0
23:55:03
SQ
* Wiederganger: Reached engage destination
23:55:03
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:55:03
SQ
-> Behavior picked: Idle (1)
23:55:03
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:55:03
SQ
* ---------------------------------------------------
23:55:04
SQ
*
23:55:04
SQ
* Wiederganger: Starting turn.
23:55:04
SQ
-> Behaviors to pick from:
Engage.Melee (244.567)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (244.567)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:55:04
SQ
-> Behavior picked: Engage.Melee (244.567)
23:55:04
SQ
* Wiederganger: Engaging to melee range with Sorrel (visible), accepted_distance=0
23:55:05
SQ
* Wiederganger: Reached engage destination
23:55:06
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:55:06
SQ
-> Behavior picked: Idle (1)
23:55:06
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:55:06
SQ
* ---------------------------------------------------
23:55:06
SQ
*
23:55:06
SQ
* Wiederganger: Starting turn.
23:55:06
SQ
-> Behaviors to pick from:
Engage.Melee (397.571)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (397.571)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:55:06
SQ
-> Behavior picked: Engage.Melee (397.571)
23:55:07
SQ
* Wiederganger: Engaging to melee range with Kori (visible), accepted_distance=0
23:55:08
SQ
* Wiederganger: Reached engage destination
23:55:08
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:55:08
SQ
-> Behavior picked: Idle (1)
23:55:08
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:55:08
SQ
* ---------------------------------------------------
23:55:08
SQ
*
23:55:08
SQ
* Wiederganger: Starting turn.
23:55:09
SQ
-> Behaviors to pick from:
Engage.Melee (309.615)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (309.615)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:55:09
SQ
-> Behavior picked: Engage.Melee (309.615)
23:55:09
SQ
* Wiederganger: Engaging to melee range with Berthold (visible), accepted_distance=0
23:55:10
SQ
* Wiederganger: Reached engage destination
23:55:11
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:55:11
SQ
-> Behavior picked: Idle (1)
23:55:11
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:55:11
SQ
* ---------------------------------------------------
23:55:11
SQ
*
23:55:11
SQ
* Wiederganger: Starting turn.
23:55:11
SQ
-> Behaviors to pick from:
Engage.Melee (334.321)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (334.321)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:55:11
SQ
-> Behavior picked: Engage.Melee (334.321)
23:55:12
SQ
* Wiederganger: Engaging to melee range with Sorrel (visible), accepted_distance=0
23:55:13
SQ
* Wiederganger: Reached engage destination
23:55:13
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:55:13
SQ
-> Behavior picked: Idle (1)
23:55:13
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:55:13
SQ
* ---------------------------------------------------
23:55:13
SQ
*
23:55:13
SQ
* Wiederganger: Starting turn.
23:55:14
SQ
-> Behaviors to pick from:
Engage.Melee (434.444)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (434.444)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:55:14
SQ
-> Behavior picked: Engage.Melee (434.444)
23:55:14
SQ
* Wiederganger: Engaging to melee range with Berthold (visible), accepted_distance=0
23:55:15
SQ
* Wiederganger: Reached engage destination
23:55:15
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:55:15
SQ
-> Behavior picked: Idle (1)
23:55:15
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:55:15
SQ
* ---------------------------------------------------
23:55:29
SQ
[Kori] executes skill [Slash] on target [Wiederganger]
23:55:29
SQ
Kori uses skill Slash
23:55:30
SQ
[Kori] executes skill [Slash] on target [Wiederganger]
23:55:30
SQ
Kori uses skill Slash
23:55:32
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:55:32
SQ
Berthold uses skill Slash
23:55:33
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:55:33
SQ
Berthold uses skill Slash
23:55:39
SQ
INFO: Next round issued: 3
23:55:49
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:55:49
SQ
Dirk uses skill Quick Shot
23:55:59
SQ
[Kori] executes skill [Slash] on target [Wiederganger]
23:55:59
SQ
Kori uses skill Slash
23:56:01
SQ
[Kori] executes skill [Slash] on target [Wiederganger]
23:56:01
SQ
Kori uses skill Slash
23:56:01
SQ
Wiederganger has died.
23:56:04
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:56:04
SQ
Berthold uses skill Slash
23:56:06
SQ
[Berthold] executes skill [Shieldwall] on target [Berthold]
23:56:06
SQ
Berthold uses skill Shieldwall
23:56:07
SQ
*
23:56:07
SQ
* Wiederganger: Starting turn.
23:56:07
SQ
-> Behaviors to pick from:
Attack.Default (58.6019)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (58.6019)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
23:56:07
SQ
-> Behavior picked: Attack.Default (58.6019)
23:56:08
SQ
* Wiederganger: Using Bite against Berthold!
23:56:08
SQ
Wiederganger uses skill Bite
23:56:08
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
23:56:08
SQ
-> Behavior picked: Idle (1)
23:56:08
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:56:08
SQ
* ---------------------------------------------------
23:56:09
SQ
*
23:56:09
SQ
* Wiederganger: Starting turn.
23:56:09
SQ
-> Behaviors to pick from:
Engage.Melee (478.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (478.5)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:56:09
SQ
-> Behavior picked: Engage.Melee (478.5)
23:56:10
SQ
* Wiederganger: Engaging to melee range with Sorrel (visible), accepted_distance=0
23:56:10
SQ
* Wiederganger: Reached engage destination
23:56:10
SQ
-> Behaviors to pick from:
Attack.Default (53.4329)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (53.4329)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
23:56:10
SQ
-> Behavior picked: Attack.Default (53.4329)
23:56:11
SQ
* Wiederganger: Using Bash against Sorrel!
23:56:11
SQ
Wiederganger uses skill Bash
23:56:11
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
23:56:11
SQ
-> Behavior picked: Idle (1)
23:56:12
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:56:12
SQ
* ---------------------------------------------------
23:56:12
SQ
*
23:56:12
SQ
* Wiederganger: Starting turn.
23:56:12
SQ
-> Behaviors to pick from:
Engage.Melee (621.429)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (621.429)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:56:12
SQ
-> Behavior picked: Engage.Melee (621.429)
23:56:13
SQ
* Wiederganger: Engaging to melee range with Sorrel (visible), accepted_distance=0
23:56:14
SQ
* Wiederganger: Reached engage destination
23:56:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
23:56:14
SQ
-> Behavior picked: Idle (1)
23:56:14
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:56:14
SQ
* ---------------------------------------------------
23:56:15
SQ
*
23:56:15
SQ
* Wiederganger: Starting turn.
23:56:15
SQ
-> Behaviors to pick from:
Engage.Melee (420)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
Engage.Melee (420)(*), Idle (1), Roam (0), Attack.Default (0), BreakFree (0)
23:56:15
SQ
-> Behavior picked: Engage.Melee (420)
23:56:15
SQ
* Wiederganger: Engaging to melee range with Burkhard (visible), accepted_distance=0
23:56:17
SQ
* Wiederganger: Reached engage destination
23:56:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
Idle (1)(*), Roam (0), Attack.Default (0), BreakFree (0), Engage.Melee (0)
23:56:17
SQ
-> Behavior picked: Idle (1)
23:56:17
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:56:17
SQ
* ---------------------------------------------------
23:56:17
SQ
*
23:56:17
SQ
* Wiederganger: Starting turn.
23:56:18
SQ
-> Behaviors to pick from:
Attack.Default (82.4433)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
Attack.Default (82.4433)(*), Idle (1), Engage.Melee (0), Roam (0), BreakFree (0)
23:56:18
SQ
-> Behavior picked: Attack.Default (82.4433)
23:56:18
SQ
* Wiederganger: Using Slash against Berthold!
23:56:18
SQ
Wiederganger uses skill Slash
23:56:18
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), Roam (0), BreakFree (0), Attack.Default (0)
23:56:18
SQ
-> Behavior picked: Idle (1)
23:56:18
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:56:18
SQ
* ---------------------------------------------------
23:56:26
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:56:26
SQ
Sorrel uses skill Hammer
23:56:28
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:56:28
SQ
Sorrel uses skill Hammer
23:56:30
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:56:30
SQ
Bertel the Wolf uses skill Thrust
23:56:31
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:56:31
SQ
Bertel the Wolf uses skill Thrust
23:56:38
UI
equip item: 43362705
23:56:44
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:56:44
SQ
Burkhard uses skill Puncture
23:56:44
SQ
INFO: Next round issued: 4
23:56:53
SQ
Skill [Shieldwall] removed from [Berthold].
23:56:57
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:56:57
SQ
Berthold uses skill Slash
23:56:58
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:56:58
SQ
Berthold uses skill Slash
23:57:10
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:57:10
SQ
Bertel the Wolf uses skill Thrust
23:57:11
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:57:11
SQ
Bertel the Wolf uses skill Thrust
23:57:11
SQ
Wiederganger has died.
23:57:14
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:57:14
SQ
Burkhard uses skill Puncture
23:57:15
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:57:15
SQ
Burkhard uses skill Puncture
23:57:16
SQ
*
23:57:16
SQ
* Wiederganger: Starting turn.
23:57:16
SQ
-> Behaviors to pick from:
Attack.Default (61.0394)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
Attack.Default (61.0394)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
23:57:16
SQ
-> Behavior picked: Attack.Default (61.0394)
23:57:17
SQ
* Wiederganger: Using Bite against Berthold!
23:57:17
SQ
Wiederganger uses skill Bite
23:57:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
23:57:17
SQ
-> Behavior picked: Idle (1)
23:57:17
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:57:17
SQ
* ---------------------------------------------------
23:57:20
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:57:20
SQ
Sorrel uses skill Hammer
23:57:21
SQ
[Sorrel] executes skill [Hammer] on target [Wiederganger]
23:57:21
SQ
Sorrel uses skill Hammer
23:57:21
SQ
*
23:57:21
SQ
* Wiederganger: Starting turn.
23:57:22
SQ
-> Behaviors to pick from:
Attack.Default (192.745)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
Attack.Default (192.745)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
23:57:22
SQ
-> Behavior picked: Attack.Default (192.745)
23:57:22
SQ
* Wiederganger: Using Bash against Sorrel!
23:57:22
SQ
Wiederganger uses skill Bash
23:57:22
SQ
Sorrel has died.
23:57:23
SQ
-> Behaviors to pick from:
Engage.Melee (589.286)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
Engage.Melee (589.286)(*), Idle (1), BreakFree (0), Roam (0), Attack.Default (0)
23:57:23
SQ
-> Behavior picked: Engage.Melee (589.286)
23:57:23
SQ
* Wiederganger: Engaging to melee range with Bertel the Wolf (visible), accepted_distance=0
23:57:24
SQ
* Wiederganger: Reached engage destination
23:57:24
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
Idle (1)(*), BreakFree (0), Roam (0), Attack.Default (0), Engage.Melee (0)
23:57:24
SQ
-> Behavior picked: Idle (1)
23:57:24
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:57:24
SQ
* ---------------------------------------------------
23:57:24
SQ
*
23:57:24
SQ
* Wiederganger: Starting turn.
23:57:25
SQ
-> Behaviors to pick from:
Attack.Default (63.3062)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (63.3062)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:57:25
SQ
-> Behavior picked: Attack.Default (63.3062)
23:57:25
SQ
* Wiederganger: Using Chop against Burkhard!
23:57:25
SQ
Wiederganger uses skill Chop
23:57:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:57:26
SQ
-> Behavior picked: Idle (1)
23:57:26
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:57:26
SQ
* ---------------------------------------------------
23:57:26
SQ
*
23:57:26
SQ
* Wiederganger: Starting turn.
23:57:27
SQ
-> Behaviors to pick from:
Attack.Default (78.0558)(*), Engage.Melee (27.5)(*), Idle (1), Roam (0), BreakFree (0)
Attack.Default (78.0558)(*), Engage.Melee (27.5)(*), Idle (1), Roam (0), BreakFree (0)
23:57:27
SQ
-> Behavior picked: Attack.Default (78.0558)
23:57:27
SQ
* Wiederganger: Using Slash against Berthold!
23:57:27
SQ
Wiederganger uses skill Slash
23:57:27
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
23:57:27
SQ
-> Behavior picked: Idle (1)
23:57:27
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:57:27
SQ
* ---------------------------------------------------
23:57:27
SQ
INFO: Next round issued: 5
23:57:34
SQ
[Kori] executes skill [Puncture] on target [Wiederganger]
23:57:34
SQ
Kori uses skill Puncture
23:57:37
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:57:37
SQ
Bertel the Wolf uses skill Thrust
23:57:37
SQ
Wiederganger has died.
23:57:52
SQ
[Dirk] executes skill [Quick Shot] on target [Wiederganger]
23:57:52
SQ
Dirk uses skill Quick Shot
23:57:54
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:57:54
SQ
Berthold uses skill Slash
23:57:56
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:57:56
SQ
Berthold uses skill Slash
23:57:56
SQ
*
23:57:56
SQ
* Wiederganger: Starting turn.
23:57:57
SQ
-> Behaviors to pick from:
Attack.Default (56.5038)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0)
Attack.Default (56.5038)(*), Idle (1), BreakFree (0), Engage.Melee (0), Roam (0)
23:57:57
SQ
-> Behavior picked: Attack.Default (56.5038)
23:57:57
SQ
* Wiederganger: Using Bite against Bertel the Wolf!
23:57:57
SQ
Wiederganger uses skill Bite
23:57:58
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Engage.Melee (0), Roam (0), Attack.Default (0)
23:57:58
SQ
-> Behavior picked: Idle (1)
23:57:58
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:57:58
SQ
* ---------------------------------------------------
23:58:01
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:58:01
SQ
Burkhard uses skill Puncture
23:58:02
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:58:02
SQ
Burkhard uses skill Puncture
23:58:02
SQ
*
23:58:02
SQ
* Wiederganger: Starting turn.
23:58:03
SQ
-> Behaviors to pick from:
Attack.Default (73.4205)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
Attack.Default (73.4205)(*), Idle (1), BreakFree (0), Roam (0), Engage.Melee (0)
23:58:03
SQ
-> Behavior picked: Attack.Default (73.4205)
23:58:03
SQ
* Wiederganger: Using Chop against Kori!
23:58:03
SQ
Wiederganger uses skill Chop
23:58:03
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
23:58:03
SQ
-> Behavior picked: Idle (1)
23:58:04
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:58:04
SQ
* ---------------------------------------------------
23:58:04
SQ
*
23:58:04
SQ
* Wiederganger: Starting turn.
23:58:04
SQ
-> Behaviors to pick from:
Attack.Default (75.4558)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
Attack.Default (75.4558)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
23:58:04
SQ
-> Behavior picked: Attack.Default (75.4558)
23:58:05
SQ
* Wiederganger: Using Slash against Berthold!
23:58:05
SQ
Wiederganger uses skill Slash
23:58:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
23:58:05
SQ
-> Behavior picked: Idle (1)
23:58:05
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:58:05
SQ
* ---------------------------------------------------
23:58:10
SQ
INFO: Next round issued: 6
23:58:10
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:10
SQ
knocking away visible entity
23:58:11
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:11
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 2, item = Table, @INDEX@ = 1, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
23:58:11
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:11
SQ
knocking away visible entity
23:58:12
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:12
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
23:58:12
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:12
SQ
knocking away visible entity
23:58:13
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:13
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
23:58:13
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:13
SQ
knocking away visible entity
23:58:14
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:14
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
23:58:14
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:58:15
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
23:58:46
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:58:46
SQ
Berthold uses skill Slash
23:58:47
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:58:47
SQ
Berthold uses skill Slash
23:58:51
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:58:51
SQ
Bertel the Wolf uses skill Thrust
23:58:51
SQ
Wiederganger has died.
23:58:51
Resource
Loading: music/undead_01.music
23:58:52
Resource
Unloading: music/undead_02.music
23:58:54
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:58:54
SQ
Bertel the Wolf uses skill Thrust
23:58:54
SQ
Wiederganger has died.
23:59:05
SQ
[Dirk] executes skill [Quick Shot] on target []
23:59:05
SQ
Dirk uses skill Quick Shot
23:59:13
SQ
[Kori] executes skill [Slash] on target []
23:59:13
SQ
Kori uses skill Slash
23:59:15
SQ
[Kori] executes skill [Puncture] on target [Wiederganger]
23:59:15
SQ
Kori uses skill Puncture
23:59:15
SQ
*
23:59:15
SQ
* Wiederganger: Starting turn.
23:59:16
SQ
-> Behaviors to pick from:
Attack.Default (76.3062)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
Attack.Default (76.3062)(*), Idle (1), Roam (0), Engage.Melee (0), BreakFree (0)
23:59:16
SQ
-> Behavior picked: Attack.Default (76.3062)
23:59:16
SQ
* Wiederganger: Using Chop against Burkhard!
23:59:16
SQ
Wiederganger uses skill Chop
23:59:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
Idle (1)(*), Roam (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
23:59:17
SQ
-> Behavior picked: Idle (1)
23:59:17
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
23:59:17
SQ
* ---------------------------------------------------
23:59:17
SQ
*
23:59:17
SQ
* Wiederganger: Starting turn.
23:59:18
SQ
-> Behaviors to pick from:
Attack.Default (68.9558)(*), Engage.Melee (27.5)(*), Idle (1), BreakFree (0), Roam (0)
Attack.Default (68.9558)(*), Engage.Melee (27.5)(*), Idle (1), BreakFree (0), Roam (0)
23:59:18
SQ
-> Behavior picked: Engage.Melee (27.5)
23:59:18
SQ
* Wiederganger: Engaging to melee range with Dirk (visible), accepted_distance=0
23:59:19
SQ
* Wiederganger: Reached engage destination
23:59:21
SQ
-> Behaviors to pick from:
Attack.Default (83.2558)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
Attack.Default (83.2558)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
23:59:21
SQ
-> Behavior picked: Attack.Default (83.2558)
23:59:21
SQ
* Wiederganger: Using Slash against Berthold!
23:59:21
SQ
Wiederganger uses skill Slash
23:59:21
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
23:59:21
SQ
-> Behavior picked: Idle (1)
23:59:22
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
23:59:22
SQ
* ---------------------------------------------------
23:59:24
SQ
[Burkhard] executes skill [Puncture] on target [Wiederganger]
23:59:24
SQ
Burkhard uses skill Puncture
23:59:26
SQ
INFO: Next round issued: 7
23:59:27
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
23:59:28
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
23:59:31
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:59:31
SQ
Bertel the Wolf uses skill Thrust
23:59:32
SQ
[Bertel the Wolf] executes skill [Thrust] on target [Wiederganger]
23:59:32
SQ
Bertel the Wolf uses skill Thrust
23:59:32
SQ
*
23:59:32
SQ
* : Starting turn.
23:59:33
SQ
-> Behaviors to pick from:
Attack.Default (62.0407)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (62.0407)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:59:33
SQ
-> Behavior picked: Attack.Default (62.0407)
23:59:34
SQ
* : Using Bite against Kori!
23:59:34
SQ
uses skill Bite
23:59:34
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:59:34
SQ
-> Behavior picked: Idle (1)
23:59:34
SQ
* : Ending Turn with 2 of 6 AP left.
23:59:34
SQ
* ---------------------------------------------------
23:59:34
SQ
*
23:59:34
SQ
* : Starting turn.
23:59:35
SQ
-> Behaviors to pick from:
Engage.Melee (428.571)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (428.571)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
23:59:35
SQ
-> Behavior picked: Engage.Melee (428.571)
23:59:35
SQ
* : Engaging to melee range with Burkhard (visible), accepted_distance=0
23:59:37
SQ
* : Reached engage destination
23:59:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
Idle (1)(*), Attack.Default (0), BreakFree (0), Roam (0), Engage.Melee (0)
23:59:38
SQ
-> Behavior picked: Idle (1)
23:59:38
SQ
* : Ending Turn with 2 of 6 AP left.
23:59:38
SQ
* ---------------------------------------------------
23:59:38
SQ
*
23:59:38
SQ
* : Starting turn.
23:59:39
SQ
-> Behaviors to pick from:
Attack.Default (43.7494)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (43.7494)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:59:39
SQ
-> Behavior picked: Attack.Default (43.7494)
23:59:39
SQ
* : Using Bite against Burkhard!
23:59:39
SQ
uses skill Bite
23:59:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:59:40
SQ
-> Behavior picked: Idle (1)
23:59:40
SQ
* : Ending Turn with 2 of 6 AP left.
23:59:40
SQ
* ---------------------------------------------------
23:59:43
SQ
[Kori] executes skill [Puncture] on target [Wiederganger]
23:59:43
SQ
Kori uses skill Puncture
23:59:43
SQ
Wiederganger has died.
23:59:49
SQ
[Kori] executes skill [Slash] on target []
23:59:49
SQ
Kori uses skill Slash
23:59:52
SQ
[Berthold] executes skill [Slash] on target [Wiederganger]
23:59:52
SQ
Berthold uses skill Slash
23:59:52
SQ
Wiederganger has died.
23:59:54
SQ
[Berthold] executes skill [Slash] on target []
23:59:54
SQ
Berthold uses skill Slash
23:59:54
SQ
*
23:59:54
SQ
* : Starting turn.
23:59:55
SQ
-> Behaviors to pick from:
Attack.Default (370.161)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (370.161)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
23:59:55
SQ
-> Behavior picked: Attack.Default (370.161)
23:59:55
SQ
* : Using Hammer against Berthold!
23:59:55
SQ
uses skill Hammer
23:59:55
SQ
Berthold has died.
23:59:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
23:59:56
SQ
-> Behavior picked: Idle (1)
23:59:56
SQ
* : Ending Turn with 2 of 6 AP left.
23:59:56
SQ
* ---------------------------------------------------
23:59:59
SQ
[Dirk] executes skill [Quick Shot] on target []
23:59:59
SQ
Dirk uses skill Quick Shot
00:00:00
SQ
[Dirk] executes skill [Quick Shot] on target []
00:00:00
SQ
Dirk uses skill Quick Shot
00:00:01
SQ
*
00:00:01
SQ
* Wiederganger: Starting turn.
00:00:02
SQ
-> Behaviors to pick from:
Engage.Melee (410.714)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (410.714)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
00:00:02
SQ
-> Behavior picked: Engage.Melee (410.714)
00:00:02
SQ
* Wiederganger: Engaging to melee range with Bertel the Wolf (visible), accepted_distance=0
00:00:03
SQ
* Wiederganger: Reached engage destination
00:00:03
SQ
-> Behaviors to pick from:
Attack.Default (54.2851)(*), Engage.Melee (24.1667)(*), Idle (1), Roam (0), BreakFree (0)
Attack.Default (54.2851)(*), Engage.Melee (24.1667)(*), Idle (1), Roam (0), BreakFree (0)
00:00:03
SQ
-> Behavior picked: Attack.Default (54.2851)
00:00:04
SQ
* Wiederganger: Using Slash against Bertel the Wolf!
00:00:04
SQ
Wiederganger uses skill Slash
00:00:04
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
00:00:04
SQ
-> Behavior picked: Idle (1)
00:00:04
SQ
* Wiederganger: Ending Turn with 0 of 6 AP left.
00:00:04
SQ
* ---------------------------------------------------
00:00:12
UI
equip item: 43530635
00:00:17
SQ
[Burkhard] executes skill [Thrust] on target []
00:00:17
SQ
Burkhard uses skill Thrust
00:00:17
SQ
INFO: Next round issued: 8
00:00:17
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:17
SQ
knocking away visible entity
00:00:18
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:18
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
00:00:18
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:26
SQ
[Bertel the Wolf] executes skill [Thrust] on target []
00:00:26
SQ
Bertel the Wolf uses skill Thrust
00:00:26
SQ
has died.
00:00:28
SQ
[Bertel the Wolf] executes skill [Thrust] on target []
00:00:28
SQ
Bertel the Wolf uses skill Thrust
00:00:29
SQ
*
00:00:29
SQ
* : Starting turn.
00:00:29
SQ
-> Behaviors to pick from:
Attack.Default (66.8244)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
Attack.Default (66.8244)(*), Idle (1), Engage.Melee (0), BreakFree (0), Roam (0)
00:00:29
SQ
-> Behavior picked: Attack.Default (66.8244)
00:00:30
SQ
* : Using Bite against Burkhard!
00:00:30
SQ
uses skill Bite
00:00:32
SQ
-> Behaviors to pick from:
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
Idle (1)(*), Engage.Melee (0), BreakFree (0), Roam (0), Attack.Default (0)
00:00:32
SQ
-> Behavior picked: Idle (1)
00:00:32
SQ
* : Ending Turn with 2 of 6 AP left.
00:00:32
SQ
* ---------------------------------------------------
00:00:33
SQ
*
00:00:33
SQ
* : Starting turn.
00:00:33
SQ
-> Behaviors to pick from:
Attack.Default (48.2994)(*), Engage.Melee (25)(*), Idle (1), BreakFree (0), Roam (0)
Attack.Default (48.2994)(*), Engage.Melee (25)(*), Idle (1), BreakFree (0), Roam (0)
00:00:33
SQ
-> Behavior picked: Engage.Melee (25)
00:00:34
SQ
* : Engaging to melee range with Bertel the Wolf (visible), accepted_distance=0
00:00:34
SQ
* : Reached engage destination
00:00:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
00:00:35
SQ
-> Behavior picked: Idle (1)
00:00:35
SQ
* : Ending Turn with 1 of 6 AP left.
00:00:35
SQ
* ---------------------------------------------------
00:00:35
SQ
*
00:00:35
SQ
* : Starting turn.
00:00:36
SQ
-> Behaviors to pick from:
Engage.Melee (540)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
Engage.Melee (540)(*), Idle (1), Attack.Default (0), BreakFree (0), Roam (0)
00:00:36
SQ
-> Behavior picked: Engage.Melee (540)
00:00:36
SQ
* : Engaging to melee range with Burkhard (visible), accepted_distance=0
00:00:37
SQ
* : Reached engage destination
00:00:37
SQ
-> Behaviors to pick from:
Attack.Default (63.8994)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
Attack.Default (63.8994)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0)
00:00:37
SQ
-> Behavior picked: Attack.Default (63.8994)
00:00:38
SQ
* : Using Bite against Burkhard!
00:00:38
SQ
uses skill Bite
00:00:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0)
00:00:38
SQ
-> Behavior picked: Idle (1)
00:00:38
SQ
* : Ending Turn with 0 of 6 AP left.
00:00:38
SQ
* ---------------------------------------------------
00:00:38
SQ
*
00:00:38
SQ
* Wiederganger: Starting turn.
00:00:39
SQ
-> Behaviors to pick from:
Attack.Default (64.3601)(*), Engage.Melee (24.1667)(*), Idle (1), Roam (0), BreakFree (0)
Attack.Default (64.3601)(*), Engage.Melee (24.1667)(*), Idle (1), Roam (0), BreakFree (0)
00:00:39
SQ
-> Behavior picked: Attack.Default (64.3601)
00:00:39
SQ
* Wiederganger: Using Slash against Bertel the Wolf!
00:00:39
SQ
Wiederganger uses skill Slash
00:00:39
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
Idle (1)(*), BreakFree (0), Roam (0), Engage.Melee (0), Attack.Default (0)
00:00:39
SQ
-> Behavior picked: Idle (1)
00:00:40
SQ
* Wiederganger: Ending Turn with 2 of 6 AP left.
00:00:40
SQ
* ---------------------------------------------------
00:00:43
SQ
[Kori] executes skill [Slash] on target []
00:00:43
SQ
Kori uses skill Slash
00:00:44
SQ
[Kori] executes skill [Slash] on target []
00:00:44
SQ
Kori uses skill Slash
00:00:47
SQ
[Dirk] executes skill [Quick Shot] on target []
00:00:47
SQ
Dirk uses skill Quick Shot
00:00:52
SQ
[Burkhard] executes skill [Thrust] on target []
00:00:52
SQ
Burkhard uses skill Thrust
00:00:53
SQ
[Burkhard] executes skill [Thrust] on target []
00:00:53
SQ
Burkhard uses skill Thrust
00:00:55
SQ
INFO: Next round issued: 9
00:00:56
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:56
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 2, item = Table, @INDEX@ = 1, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
00:00:56
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:56
SQ
knocking away visible entity
00:00:56
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:56
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
00:00:56
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:56
SQ
knocking away visible entity
00:00:57
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:57
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
00:00:57
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:57
SQ
knocking away visible entity
00:00:58
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:58
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
00:00:58
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:59
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:00:59
SQ
knocking away visible entity
00:01:00
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:01:00
Script Error
the index 'getSkills' does not exist
Function:
onUnequip -> scripts/items/shields/shield.nut : 261
Variables:
this = Table
Function:
unequip -> scripts/items/item_container.nut : 417
Variables:
i = 0, _item = Table, this = Table
Function:
transferTo -> scripts/items/item_container.nut : 561
Variables:
@ITERATOR@ = 1, item = Table, @INDEX@ = 0, toTransfer = Array, _other = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/actor.nut : 2318
Variables:
_info = Table, this = Table
Function:
onResurrected -> scripts/entity/tactical/enemies/zombie.nut : 422
Variables:
_info = Table, this = Table
Function:
onResurrect -> scripts/entity/tactical/faction_manager.nut : 314
Variables:
entity = Table, targetTile = Instance, _info = Table, this = Table
Function:
update -> scripts/camera/tactical_camera_director.nut : 111
Variables:
camera = Instance, this = Table
Function:
onUpdate -> scripts/states/tactical_state.nut : 374
Variables:
this = Table
00:01:00
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie_player
00:01:02
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
00:01:02
SQ
knocking away visible entity
00:01:02
SQ
attempting to resurrect: scripts/entity/tactical/enemies/zombie
00:01:14
SQ
Bertel the Wolf has died.
00:01:14
SQ
Dirk has died.
00:01:14
Resource
Unloading: gfx/orientation_overlay.png
00:01:14
UI
Failed to load procedural content "procedural/tacticalentity(30783,102026,socket,arrow)".
00:01:14
UI
ERROR: Failed to query entity data for entity (102024). Reason: Invalid result.
00:01:18
Resource
Loading: music/defeat_01.music
00:01:18
Resource
Unloading: music/undead_01.music
00:01:19
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
00:01:19
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
00:01:19
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
00:01:19
SQ
World::onCombatFinished
00:01:19
SQ
TacticalState::onFinish
00:01:19
Resource
Unloading: gfx/entity_1.png
00:01:19
Resource
Unloading: gfx/object_0.png
00:01:19
Resource
Unloading Resource Package "Temporary Tactical Resources".
00:01:19
Resource
Unloading: sounds/enemies/zombie_hurt_01.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_hurt_02.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_hurt_03.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_hurt_04.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_hurt_05.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_hurt_06.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_hurt_07.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_death_01.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_death_02.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_death_03.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_death_04.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_death_05.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_death_06.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_rise_01.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_rise_02.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_rise_03.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_rise_04.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_idle_01.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_idle_02.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_idle_03.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_idle_04.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_idle_05.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_idle_06.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_bite_01.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_bite_02.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_bite_03.wav
00:01:19
Resource
Unloading: sounds/enemies/zombie_bite_04.wav
00:01:19
Resource
Unloading: gfx/detail.png
00:01:19
UI
IngameMenuScreen::UNREGISTER
00:01:19
UI
MainMenuModule::UNREGISTER
00:01:19
UI
LoadCampaignMenuModule::UNREGISTER
00:01:19
UI
SaveCampaignMenuModule::UNREGISTER
00:01:19
UI
OptionsMenuModule::UNREGISTER
00:01:19
UI
OptionsMenuModuleVideoPanel::UNREGISTER
00:01:19
UI
OptionsMenuModuleVideoPanel::UNREGISTER
00:01:19
UI
OptionsMenuModuleControlsPanel::UNREGISTER
00:01:19
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
00:01:19
UI
TacticalFleeScreen::UNREGISTER
00:01:19
UI
CharacterScreen::UNREGISTER
00:01:19
UI
CharacterScreenLeftPanelModule::UNREGISTER
00:01:19
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
00:01:19
UI
CharacterScreenPaperdollModule::UNREGISTER
00:01:19
UI
CharacterScreenSkillsModule::UNREGISTER
00:01:19
UI
CharacterScreenStatsModule::UNREGISTER
00:01:19
UI
CharacterScreenRightPanelModule::UNREGISTER
00:01:19
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
00:01:19
UI
CharacterScreenInventoryListModule::UNREGISTER
00:01:19
UI
CharacterScreenPerksModule::UNREGISTER
00:01:19
UI
CharacterScreenBrothersListModule::UNREGISTER
00:01:19
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
00:01:19
UI
TacticalScreen::UNREGISTER
00:01:19
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
00:01:19
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
00:01:19
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
00:01:19
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
00:01:19
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
00:01:19
UI
TacticalCombatResultScreen::UNREGISTER
00:01:19
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
00:01:19
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
00:01:23
Resource
Loading: music/worldmap_06.music
00:01:23
Resource
Unloading: music/defeat_01.music
00:01:26
SQ
ScenarioState::onSiblingSentMessage(WorldState : AboutToFinish);
00:01:26
SQ
WorldState::onSiblingSentMessage(MainMenuState : FullyLoaded);
00:01:26
SQ
Clearing World Scene
00:01:26
Resource
Unloading: gfx/world_weather.png
00:01:26
UI
WorldEventPopupScreen::UNREGISTER
00:01:26
UI
IngameMenuScreen::UNREGISTER
00:01:26
UI
MainMenuModule::UNREGISTER
00:01:26
UI
LoadCampaignMenuModule::UNREGISTER
00:01:26
UI
SaveCampaignMenuModule::UNREGISTER
00:01:26
UI
OptionsMenuModule::UNREGISTER
00:01:26
UI
OptionsMenuModuleVideoPanel::UNREGISTER
00:01:26
UI
OptionsMenuModuleVideoPanel::UNREGISTER
00:01:26
UI
OptionsMenuModuleControlsPanel::UNREGISTER
00:01:26
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
00:01:26
UI
WorldTownScreen::UNREGISTER
00:01:26
UI
WorldTownScreenMainDialogModule::UNREGISTER
00:01:26
UI
WorldTownScreenHireDialogModule::UNREGISTER
00:01:26
UI
WorldTownScreenShopDialogModule::UNREGISTER
00:01:26
UI
WorldContractScreenDialogModule::UNREGISTER
00:01:26
UI
WorldContractContentModule::UNREGISTER
00:01:26
UI
WorldContractButtonsModule::UNREGISTER
00:01:26
UI
WorldContractScreen::UNREGISTER
00:01:26
UI
WorldContractScreenDialogModule::UNREGISTER
00:01:26
UI
WorldContractContentModule::UNREGISTER
00:01:26
UI
WorldContractButtonsModule::UNREGISTER
00:01:26
UI
WorldEventScreen::UNREGISTER
00:01:26
UI
WorldGameFinishScreen::UNREGISTER
00:01:26
UI
WorldGameFinishScreenDialogModule::UNREGISTER
00:01:26
UI
WorldScreen::UNREGISTER
00:01:26
UI
WorldScreenTopbarOptionsModule::UNREGISTER
00:01:26
UI
WorldScreenTopbarDayTimeModule::UNREGISTER
00:01:26
UI
WorldScreenTopbarAssetsModule::UNREGISTER
00:01:26
UI
WorldScreenActiveContractPanelModule::UNREGISTER
00:01:26
UI
WorldContractContentModule::UNREGISTER
00:01:26
UI
CombatDialogModule::UNREGISTER
00:01:26
UI
CharacterScreen::UNREGISTER
00:01:26
UI
CharacterScreenLeftPanelModule::UNREGISTER
00:01:26
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
00:01:26
UI
CharacterScreenPaperdollModule::UNREGISTER
00:01:26
UI
CharacterScreenSkillsModule::UNREGISTER
00:01:26
UI
CharacterScreenStatsModule::UNREGISTER
00:01:26
UI
CharacterScreenRightPanelModule::UNREGISTER
00:01:26
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
00:01:26
UI
CharacterScreenInventoryListModule::UNREGISTER
00:01:26
UI
CharacterScreenPerksModule::UNREGISTER
00:01:26
UI
CharacterScreenBrothersListModule::UNREGISTER
00:01:26
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
00:01:27
Core
Shutting down engine core.