Battle Brothers - Early Access - Build: 0.7.0.12
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Core
Using write path: C:\Users\BlairSpence\Documents\Battle Brothers
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Vendor: NVIDIA Corporation
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Device: GeForce 9600 GT/PCIe/SSE2
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Version: 3.3.0
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Shader Version: 3.30 NVIDIA via Cg compiler
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Framebuffer Support: Yes
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Loading: sounds/humans/4/human_death_05.wav
07:39:44
Resource
Loading: sounds/humans/4/human_death_06.wav
07:39:44
Resource
Loading: sounds/humans/4/human_death_07.wav
07:39:44
Resource
Loading: sounds/humans/4/human_fatigue_01.wav
07:39:44
Resource
Loading: sounds/humans/4/human_fatigue_02.wav
07:39:44
Resource
Loading: sounds/humans/4/human_fatigue_03.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_01.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_02.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_03.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_04.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_05.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_06.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_07.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_08.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_09.wav
07:39:44
Resource
Loading: sounds/humans/4/human_injury_10.wav
07:39:44
Resource
Loading: sounds/humans/4/human_light_01.wav
07:39:44
Resource
Loading: sounds/humans/4/human_light_02.wav
07:39:44
Resource
Loading: sounds/humans/4/human_light_03.wav
07:39:44
Resource
Loading: sounds/humans/4/human_light_04.wav
07:39:44
Resource
Loading: sounds/humans/4/human_light_05.wav
07:39:44
Resource
Loading: sounds/humans/5/human_death_01.wav
07:39:44
Resource
Loading: sounds/humans/5/human_death_02.wav
07:39:44
Resource
Loading: sounds/humans/5/human_death_03.wav
07:39:44
Resource
Loading: sounds/humans/5/human_death_04.wav
07:39:44
Resource
Loading: sounds/humans/5/human_death_05.wav
07:39:44
Resource
Loading: sounds/humans/5/human_fatigue_01.wav
07:39:44
Resource
Loading: sounds/humans/5/human_fatigue_02.wav
07:39:44
Resource
Loading: sounds/humans/5/human_injury_01.wav
07:39:44
Resource
Loading: sounds/humans/5/human_injury_02.wav
07:39:44
Resource
Loading: sounds/humans/5/human_injury_03.wav
07:39:44
Resource
Loading: sounds/humans/5/human_injury_04.wav
07:39:44
Resource
Loading: sounds/humans/5/human_injury_05.wav
07:39:44
Resource
Loading: sounds/humans/5/human_injury_06.wav
07:39:44
Resource
Loading: sounds/humans/5/human_injury_07.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_01.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_02.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_03.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_04.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_05.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_06.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_07.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_08.wav
07:39:44
Resource
Loading: sounds/humans/5/human_light_09.wav
07:39:50
SQ
Load campaign: NoobRush
07:39:51
Scene
Finished loading scene.
07:39:54
SQ
contract added: Hunting Beasts
07:39:54
SQ
contract added: Drive away bandits
07:39:54
SQ
contract added: Return Item
07:39:54
SQ
contract added: Destroy Orc Camp
07:39:54
SQ
contract added: Escort Caravan
07:39:54
SQ
contract added: Secure Cemetery
07:39:54
SQ
contract added: Defend settlement
07:39:54
SQ
contract added: Drive away bandits
07:39:54
SQ
contract added: Return Item
07:39:54
SQ
contract added: Escort Caravan
07:39:54
SQ
contract added: Escort Caravan
07:39:54
SQ
contract added: Drive away bandits
07:39:54
SQ
contract added: Destroy Goblin Camp
07:39:54
SQ
contract added: Escort Caravan
07:39:54
SQ
contract added: Hunting Beasts
07:39:54
SQ
contract added: Armed Courier
07:39:54
Resource
Loading: music/worldmap_03.ogg
07:39:55
Resource
Unloading: music/title.ogg
07:40:02
SQ
Location entered: Gronenburg
07:40:02
Resource
Loading: music/stronghold_01.ogg
07:40:06
Resource
Unloading: music/worldmap_03.ogg
07:42:12
Resource
Loading: music/worldmap_06.ogg
07:42:16
Resource
Unloading: music/stronghold_01.ogg
07:42:59
SQ
contract added: Armed Courier
07:43:35
SQ
contract removed: 284
07:43:41
SQ
Skill [Pierced Chest] removed from [Wilderich the Merciless].
07:43:41
SQ
Skill [Pierced Chest] removed from [Sir Roland].
07:43:41
SQ
Skill [Injured Shoulder] removed from [Sir Roland].
07:43:41
SQ
Skill [Pierced Hand] removed from [Sir Roland].
07:43:53
SQ
Save campaign: autosave
07:43:55
Scene
Finished saving scene.
07:43:56
SQ
WorldState::onHide
07:43:56
Resource
Loading: gfx/detail.png
07:43:57
Texture
Texture "gfx/detail.png" (ID: 306) took up approximately 10922kb in video memory.
07:43:57
Resource
Loading: gfx/object_0.png
07:43:57
Texture
Texture "gfx/object_0.png" (ID: 307) took up approximately 21845kb in video memory.
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_ranged" at (12,14).
07:43:57
Resource
Loading: gfx/orientation_overlay.png
07:43:57
Texture
Texture "gfx/orientation_overlay.png" (ID: 308) took up approximately 512kb in video memory.
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_veteran" at (13,14).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_veteran" at (13,4).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia_veteran" at (13,15).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (12,4).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (12,13).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (12,12).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/humans/militia" at (12,11).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (19,12).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (20,10).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (20,0).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_raider_low" at (20,9).
07:43:57
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/bandit_thug" at (20,1).
07:43:58
SQ
TACTICAL: STASH LOCKED: true
07:43:58
SQ
INFO: Next round issued: 1
07:43:58
Resource
Started loading Resource Package "Temporary Tactical Resources".
07:43:58
Resource
Loading: sounds/enemies/wardog_hurt_00.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_hurt_01.wav
07:43:58
SQ
Turn started for Militia Marksman
07:43:58
SQ
*
07:43:58
SQ
* Militia Marksman: Starting turn.
07:43:58
Resource
Loading: sounds/enemies/wardog_hurt_02.wav
07:43:58
Resource
Loading: music/bandits_02.ogg
07:43:58
Resource
Loading: sounds/enemies/wardog_hurt_03.wav
07:43:58
Resource
Unloading: music/worldmap_06.ogg
07:43:58
Resource
Loading: sounds/enemies/wardog_hurt_04.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_hurt_05.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_death_00.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_death_01.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_death_02.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_death_03.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_flee_00.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_flee_01.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_flee_02.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_flee_03.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_flee_04.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_idle_01.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_idle_02.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_idle_03.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_idle_04.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_idle_05.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_charge_00.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_charge_01.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_charge_02.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_bite_00.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_bite_01.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_bite_02.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_bite_03.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_bite_04.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_bite_05.wav
07:43:58
Resource
Loading: sounds/enemies/wardog_bite_06.wav
07:43:59
SQ
-> Behaviors to pick from:
Attack.Bow (81.799)(*), Idle (1), Roam (0), Engage.Ranged (0), Retreat (0), Engage.Melee (0), SwitchTo.Ranged (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Recover (0), SwitchTo.Melee (0), Defend (0), Flee (0)
07:43:59
SQ
-> Behavior picked: Attack.Bow (81.799)
07:43:59
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
07:43:59
SQ
Militia Marksman uses skill Aimed Shot
07:44:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Flee (0), BreakFree (0), Attack.Default (0), Attack.Puncture (0), Reload (0), Recover (0), SwitchTo.Melee (0), Defend (0), Engage.Ranged (0), Attack.Bow (0)
07:44:01
SQ
-> Behavior picked: Idle (1)
07:44:01
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
07:44:01
SQ
* ---------------------------------------------------
07:44:01
SQ
Turn started for Bandit Raider
07:44:01
SQ
*
07:44:01
SQ
* Bandit Raider: Starting turn.
07:44:02
SQ
-> Behaviors to pick from:
Engage.Melee (71.7391)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Thresh (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Attack.KnockOut (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
07:44:02
SQ
-> Behavior picked: Engage.Melee (71.7391)
07:44:02
SQ
* Bandit Raider: Engaging to melee range with Militia Veteran (visible), accepted_distance=0
07:44:03
SQ
* Bandit Raider: Reached engage destination
07:44:03
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Thresh (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
07:44:03
SQ
-> Behavior picked: Idle (1)
07:44:03
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
07:44:03
SQ
* ---------------------------------------------------
07:44:04
SQ
Turn started for Militia Veteran
07:44:04
SQ
*
07:44:04
SQ
* Militia Veteran: Starting turn.
07:44:04
SQ
-> Behaviors to pick from:
Engage.Melee (53.4286)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0)
07:44:04
SQ
-> Behavior picked: Engage.Melee (53.4286)
07:44:05
SQ
* Militia Veteran: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:44:05
SQ
* Militia Veteran: Reached engage destination
07:44:06
SQ
-> Behaviors to pick from:
Attack.Default (68.6052)(*), Idle (1), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Lash (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0)
07:44:06
SQ
-> Behavior picked: Attack.Default (68.6052)
07:44:06
SQ
* Militia Veteran: Using Slash against Bandit Raider!
07:44:06
SQ
Militia Veteran uses skill Slash
07:44:07
SQ
-> Behaviors to pick from:
Idle (1)(*), Roam (0), Defend.Spearwall (0), Attack.Swing (0), Attack.Lash (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Decapitate (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Default (0)
07:44:07
SQ
-> Behavior picked: Idle (1)
07:44:07
SQ
* Militia Veteran: Ending Turn with 1 of 9 AP left.
07:44:07
SQ
* ---------------------------------------------------
07:44:07
SQ
Turn started for Bandit Raider
07:44:07
SQ
*
07:44:07
SQ
* Bandit Raider: Starting turn.
07:44:08
SQ
-> Behaviors to pick from:
Engage.Melee (69.2308)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Thresh (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Attack.KnockOut (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
07:44:08
SQ
-> Behavior picked: Engage.Melee (69.2308)
07:44:08
SQ
* Bandit Raider: Engaging to melee range with Militia Veteran (visible), accepted_distance=0
07:44:09
SQ
* Bandit Raider: Reached engage destination
07:44:09
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Thresh (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
07:44:09
SQ
-> Behavior picked: Idle (1)
07:44:09
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
07:44:09
SQ
* ---------------------------------------------------
07:44:09
SQ
Turn started for Bandit Raider
07:44:09
SQ
*
07:44:09
SQ
* Bandit Raider: Starting turn.
07:44:10
SQ
-> Behaviors to pick from:
Engage.Melee (31.6364)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Thresh (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Attack.KnockOut (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
07:44:10
SQ
-> Behavior picked: Engage.Melee (31.6364)
07:44:10
SQ
* Bandit Raider: Engaging to melee range with Militia Veteran (not visible), accepted_distance=0
07:44:11
SQ
* Bandit Raider: Reached engage destination
07:44:11
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Thresh (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
07:44:11
SQ
-> Behavior picked: Idle (1)
07:44:11
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
07:44:11
SQ
* ---------------------------------------------------
07:44:12
SQ
Turn started for Bandit Raider
07:44:12
SQ
*
07:44:12
SQ
* Bandit Raider: Starting turn.
07:44:12
SQ
-> Behaviors to pick from:
Engage.Melee (76.1905)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Thresh (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Attack.KnockOut (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
07:44:12
SQ
-> Behavior picked: Engage.Melee (76.1905)
07:44:12
SQ
* Bandit Raider: Engaging to melee range with Militia Veteran (visible), accepted_distance=0
07:44:14
SQ
* Bandit Raider: Reached engage destination
07:44:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Thresh (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
07:44:14
SQ
-> Behavior picked: Idle (1)
07:44:14
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
07:44:14
SQ
* ---------------------------------------------------
07:44:14
SQ
Turn started for Militia Veteran
07:44:14
SQ
*
07:44:14
SQ
* Militia Veteran: Starting turn.
07:44:15
SQ
-> Behaviors to pick from:
Engage.Melee (66)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0)
07:44:15
SQ
-> Behavior picked: Engage.Melee (66)
07:44:15
SQ
* Militia Veteran: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:44:15
SQ
Skill [Hidden] removed from [Militia Veteran].
07:44:16
SQ
* Militia Veteran: Reached engage destination
07:44:16
SQ
-> Behaviors to pick from:
Attack.Default (44.5164)(*), Attack.KnockOut (22.0968)(*), Idle (1), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Lash (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0)
07:44:16
SQ
-> Behavior picked: Attack.KnockOut (22.0968)
07:44:17
SQ
* Militia Veteran: Using Knock Out against Bandit Raider!
07:44:17
SQ
Militia Veteran uses skill Knock Out
07:44:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.Lash (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Default (0)
07:44:17
SQ
-> Behavior picked: Idle (1)
07:44:17
SQ
* Militia Veteran: Ending Turn with 1 of 9 AP left.
07:44:17
SQ
* ---------------------------------------------------
07:44:18
SQ
Turn started for Bandit Thug
07:44:18
SQ
*
07:44:18
SQ
* Bandit Thug: Starting turn.
07:44:18
SQ
-> Behaviors to pick from:
Engage.Melee (108.333)(*), Idle (1), Attack.Puncture (0), Defend (0), Retreat (0), Attack.Split (0), Attack.Thresh (0), Attack.Default (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), BreakFree (0), Attack.KnockOut (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0)
07:44:18
SQ
-> Behavior picked: Engage.Melee (108.333)
07:44:18
SQ
* Bandit Thug: Engaging to melee range with Militia Veteran (not visible), accepted_distance=0
07:44:19
SQ
* Bandit Thug: Reached engage destination
07:44:19
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Puncture (0), Attack.Thresh (0), Retreat (0), Attack.Split (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.Decapitate (0), Attack.Default (0), Defend (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0)
07:44:19
SQ
-> Behavior picked: Idle (1)
07:44:19
SQ
* Bandit Thug: Ending Turn with 3 of 9 AP left.
07:44:19
SQ
* ---------------------------------------------------
07:44:20
SQ
Turn started for Militia Veteran
07:44:20
SQ
*
07:44:20
SQ
* Militia Veteran: Starting turn.
07:44:20
SQ
-> Behaviors to pick from:
Engage.Melee (86)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0)
07:44:20
SQ
-> Behavior picked: Engage.Melee (86)
07:44:21
SQ
* Militia Veteran: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:44:21
SQ
* Militia Veteran: Reached engage destination
07:44:21
SQ
-> Behaviors to pick from:
Attack.SplitShield (118.225)(*), Attack.Default (53.3103)(*), Idle (1), Roam (0), Attack.Decapitate (0), Attack.Swing (0), Attack.Lash (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Spearwall (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0)
07:44:21
SQ
-> Behavior picked: Attack.SplitShield (118.225)
07:44:22
SQ
* Militia Veteran: Using Split Shield against Bandit Raider!
07:44:22
SQ
Militia Veteran uses skill Split Shield
07:44:22
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.Lash (0), Attack.Decapitate (0), Defend.Spearwall (0), SwitchTo.Ranged (0), Roam (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Default (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.SplitShield (0)
07:44:22
SQ
-> Behavior picked: Idle (1)
07:44:23
SQ
* Militia Veteran: Ending Turn with 3 of 9 AP left.
07:44:23
SQ
* ---------------------------------------------------
07:44:23
SQ
Turn started for Militia
07:44:23
SQ
*
07:44:23
SQ
* Militia: Starting turn.
07:44:23
SQ
-> Behaviors to pick from:
Engage.Melee (125)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0)
07:44:23
SQ
-> Behavior picked: Engage.Melee (125)
07:44:24
SQ
* Militia: Engaging to melee range with Bandit Raider (not visible), accepted_distance=0
07:44:25
SQ
* Militia: Reached engage destination
07:44:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0)
07:44:25
SQ
-> Behavior picked: Idle (1)
07:44:25
SQ
* Militia: Waiting with 4 of 9 AP left.
07:44:25
SQ
* ---------------------------------------------------
07:44:25
SQ
Turn started for Militia
07:44:25
SQ
*
07:44:25
SQ
* Militia: Starting turn.
07:44:26
SQ
-> Behaviors to pick from:
Engage.Melee (98)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0)
07:44:26
SQ
-> Behavior picked: Engage.Melee (98)
07:44:26
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:44:27
SQ
* Militia: Reached engage destination
07:44:27
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0)
07:44:27
SQ
-> Behavior picked: Idle (1)
07:44:27
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:44:27
SQ
* ---------------------------------------------------
07:44:27
SQ
Turn started for Siegward the Mad
07:44:35
SQ
Turn started for Militia
07:44:35
SQ
*
07:44:35
SQ
* Militia: Starting turn.
07:44:35
SQ
-> Behaviors to pick from:
Engage.Melee (86)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0)
07:44:35
SQ
-> Behavior picked: Engage.Melee (86)
07:44:36
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:44:37
SQ
* Militia: Reached engage destination
07:44:37
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0)
07:44:37
SQ
-> Behavior picked: Idle (1)
07:44:37
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:44:37
SQ
* ---------------------------------------------------
07:44:37
SQ
Turn started for Militia
07:44:37
SQ
*
07:44:37
SQ
* Militia: Starting turn.
07:44:38
SQ
-> Behaviors to pick from:
Engage.Melee (63.3333)(*), Idle (1), Attack.Swing (0), Defend (0), Roam (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.Default (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0)
07:44:38
SQ
-> Behavior picked: Engage.Melee (63.3333)
07:44:38
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:44:40
SQ
* Militia: Reached engage destination
07:44:40
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Swing (0), Attack.KnockOut (0), Roam (0), Attack.Decapitate (0), Attack.Default (0), Defend.Shieldwall (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Spearwall (0), Attack.SplitShield (0), Defend (0), Defend.Knockback (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0)
07:44:40
SQ
-> Behavior picked: Idle (1)
07:44:40
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:44:40
SQ
* ---------------------------------------------------
07:44:40
SQ
Turn started for Harald
07:44:57
SQ
Turn started for Reynhart
07:45:04
SQ
Turn started for Hartmut
07:45:09
SQ
Turn started for Oskar
07:45:14
SQ
Turn started for Gunnar
07:45:21
SQ
Turn started for Kunold
07:45:33
SQ
Turn started for Hartwig
07:45:38
SQ
Turn started for Sir Wilhelm
07:45:45
SQ
Turn started for Thilmann the Quiet
07:45:50
SQ
Turn started for Wolfgang
07:45:56
SQ
Turn started for Konrad the Fisherman
07:46:02
SQ
Skill [Hidden] removed from [Konrad the Fisherman].
07:46:04
SQ
*
07:46:04
SQ
* Militia: Resuming turn.
07:46:04
SQ
-> Behaviors to pick from:
Engage.Melee (87.75)(*), Idle (1), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Shieldwall (0), Defend (0), Defend.Knockback (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Roam (0), Attack.Swing (0)
07:46:04
SQ
-> Behavior picked: Engage.Melee (87.75)
07:46:05
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:46:05
SQ
* Militia: Reached engage destination
07:46:05
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Decapitate (0), Attack.SplitShield (0), Attack.KnockOut (0), Defend.Spearwall (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Shieldwall (0), Defend (0), Defend.Knockback (0), Attack.Split (0), Attack.Default (0), Retreat (0), Recover (0), Rally (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
07:46:05
SQ
-> Behavior picked: Idle (1)
07:46:05
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:46:05
SQ
* ---------------------------------------------------
07:46:06
SQ
INFO: Next round issued: 2
07:46:06
SQ
Turn started for Siegward the Mad
07:46:09
SQ
[Siegward the Mad] executes skill [Overhead Strike] on target [Bandit Raider]
07:46:09
SQ
Siegward the Mad uses skill Overhead Strike
07:46:09
SQ
Bandit Raider has died.
07:46:23
SQ
Turn started for Militia Veteran
07:46:23
SQ
*
07:46:23
SQ
* Militia Veteran: Starting turn.
07:46:24
SQ
-> Behaviors to pick from:
Attack.Default (74.3614)(*), Idle (1), Attack.Lash (0), Defend (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), Attack.Decapitate (0), SwitchTo.Melee (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Roam (0)
07:46:24
SQ
-> Behavior picked: Attack.Default (74.3614)
07:46:24
SQ
* Militia Veteran: Using Slash against Bandit Raider!
07:46:24
SQ
Militia Veteran uses skill Slash
07:46:24
SQ
-> Behaviors to pick from:
Attack.Default (74.2132)(*), Idle (1), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Lash (0), Attack.Decapitate (0), SwitchTo.Melee (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Retreat (0), Attack.CrushArmor (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Roam (0), Defend (0)
07:46:24
SQ
-> Behavior picked: Attack.Default (74.2132)
07:46:25
SQ
* Militia Veteran: Using Slash against Bandit Raider!
07:46:25
SQ
Militia Veteran uses skill Slash
07:46:25
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), SwitchTo.Melee (0), Attack.Lash (0), Attack.Decapitate (0), Attack.CrushArmor (0), Recover (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.SplitShield (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Roam (0), Defend (0), Attack.Default (0)
07:46:25
SQ
-> Behavior picked: Idle (1)
07:46:26
SQ
* Militia Veteran: Ending Turn with 1 of 9 AP left.
07:46:26
SQ
* ---------------------------------------------------
07:46:26
SQ
Turn started for Bandit Raider
07:46:26
SQ
*
07:46:26
SQ
* Bandit Raider: Starting turn.
07:46:26
SQ
-> Behaviors to pick from:
Attack.Default (99.4933)(*), Defend.Shieldwall (93.0721)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.Thresh (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.Lash (0), Retreat (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
07:46:26
SQ
-> Behavior picked: Defend.Shieldwall (93.0721)
07:46:27
SQ
* Bandit Raider: Using Shieldwall!
07:46:27
SQ
Bandit Raider uses skill Shieldwall
07:46:27
SQ
-> Behaviors to pick from:
Attack.Default (99.3587)(*), Idle (1), BreakFree (0), Attack.KnockOut (0), Attack.Thresh (0), Defend (0), Attack.Lash (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Decapitate (0), Retreat (0), Defend.Spearwall (0), Attack.SplitShield (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0)
07:46:27
SQ
-> Behavior picked: Attack.Default (99.3587)
07:46:28
SQ
* Bandit Raider: Using Thrust against Militia Veteran!
07:46:28
SQ
Bandit Raider uses skill Thrust
07:46:28
SQ
-> Behaviors to pick from:
Idle (1)(*), BreakFree (0), Attack.Lash (0), Attack.Thresh (0), Defend (0), Attack.SplitShield (0), Roam (0), Defend.Rotation (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Decapitate (0), Retreat (0), Defend.Spearwall (0), Attack.Swing (0), Attack.KnockOut (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Attack.Split (0), Attack.Puncture (0), Defend.Shieldwall (0), Attack.Default (0)
07:46:28
SQ
-> Behavior picked: Idle (1)
07:46:28
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
07:46:28
SQ
* ---------------------------------------------------
07:46:28
SQ
Turn started for Bandit Thug
07:46:28
SQ
*
07:46:28
SQ
* Bandit Thug: Starting turn.
07:46:29
SQ
-> Behaviors to pick from:
Attack.Default (42.8298)(*), Attack.CrushArmor (38.16)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.Thresh (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Flee (0), Attack.KnockOut (0), Defend (0), Attack.Lash (0), Defend.Shieldwall (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Engage.Melee (0), Attack.Puncture (0)
07:46:29
SQ
-> Behavior picked: Attack.CrushArmor (38.16)
07:46:29
SQ
* Bandit Thug: Using Crush Armor against Siegward the Mad!
07:46:29
SQ
Bandit Thug uses skill Destroy Armor
07:46:29
SQ
-> Behaviors to pick from:
Attack.Default (41.9021)(*), Attack.CrushArmor (35.8457)(*), Idle (1), BreakFree (0), Attack.KnockOut (0), Attack.Thresh (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Lash (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Attack.SplitShield (0), Attack.Puncture (0), Attack.Split (0)
07:46:29
SQ
-> Behavior picked: Attack.Default (41.9021)
07:46:30
SQ
* Bandit Thug: Using Hammer against Siegward the Mad!
07:46:30
SQ
Bandit Thug uses skill Hammer
07:46:30
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Thresh (0), Defend (0), Attack.KnockOut (0), Attack.Lash (0), Defend.Spearwall (0), Roam (0), Defend.Rotation (0), Flee (0), Engage.Melee (0), Attack.Puncture (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Retreat (0), Attack.SplitShield (0), Attack.CrushArmor (0), Attack.Split (0), Attack.Default (0)
07:46:30
SQ
-> Behavior picked: Idle (1)
07:46:31
SQ
* Bandit Thug: Ending Turn with 1 of 9 AP left.
07:46:31
SQ
* ---------------------------------------------------
07:46:31
SQ
Turn started for Bandit Raider
07:46:31
SQ
*
07:46:31
SQ
* Bandit Raider: Starting turn.
07:46:31
SQ
-> Behaviors to pick from:
Attack.Default (92.3185)(*), Idle (1), Attack.SplitShield (0.207911), Attack.Split (0), BreakFree (0), Attack.Thresh (0), Attack.Decapitate (0), Roam (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.Lash (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Engage.Melee (0), Attack.Puncture (0)
07:46:31
SQ
-> Behavior picked: Attack.Default (92.3185)
07:46:32
SQ
* Bandit Raider: Using Chop against Militia Veteran!
07:46:32
SQ
Bandit Raider uses skill Chop
07:46:32
SQ
-> Behaviors to pick from:
Attack.Default (315.922)(*), Idle (1), Attack.SplitShield (0.207713), BreakFree (0), Attack.KnockOut (0), Attack.Thresh (0), Defend (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Lash (0), Attack.Decapitate (0), Defend.Shieldwall (0), Defend.Spearwall (0), Retreat (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Roam (0), Attack.Puncture (0), Attack.Split (0)
07:46:32
SQ
-> Behavior picked: Attack.Default (315.922)
07:46:33
SQ
* Bandit Raider: Using Chop against Militia Veteran!
07:46:33
SQ
Bandit Raider uses skill Chop
07:46:33
SQ
Militia Veteran has died.
07:46:33
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.SplitShield (0), Defend (0), Attack.KnockOut (0), Attack.Thresh (0), Defend.Spearwall (0), Retreat (0), Defend.Rotation (0), Attack.CrushArmor (0), Engage.Melee (0), Attack.Lash (0), Attack.Decapitate (0), Defend.Shieldwall (0), Attack.Swing (0), BreakFree (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Roam (0), Attack.Puncture (0), Attack.Split (0), Attack.Default (0)
07:46:33
SQ
-> Behavior picked: Idle (1)
07:46:33
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
07:46:33
SQ
* ---------------------------------------------------
07:46:33
SQ
Turn started for Bandit Raider
07:46:33
SQ
*
07:46:33
SQ
* Bandit Raider: Starting turn.
07:46:34
SQ
-> Behaviors to pick from:
Engage.Melee (111.618)(*), Idle (1), Attack.Split (0), BreakFree (0), Attack.Thresh (0), Attack.Decapitate (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend (0), Attack.Lash (0), Defend.Shieldwall (0), Defend.Spearwall (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0)
07:46:34
SQ
-> Behavior picked: Engage.Melee (111.618)
07:46:34
SQ
* Bandit Raider: Engaging to melee range with Militia Veteran (visible), accepted_distance=0
07:46:35
SQ
* Bandit Raider: Reached engage destination
07:46:35
SQ
-> Behaviors to pick from:
Attack.Default (98.8859)(*), Idle (1), Attack.Thresh (0), Attack.Decapitate (0), Attack.Split (0), Defend (0), Attack.Lash (0), Attack.Swing (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.SplitShield (0), BreakFree (0), Roam (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0)
07:46:35
SQ
-> Behavior picked: Attack.Default (98.8859)
07:46:36
SQ
* Bandit Raider: Using Split Man against Militia Veteran!
07:46:36
SQ
Bandit Raider uses skill Split Man
07:46:36
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Thresh (0), Attack.Lash (0), Attack.Split (0), Defend (0), BreakFree (0), Roam (0), Defend.Rotation (0), Attack.CrushArmor (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Decapitate (0), Defend.Knockback (0), Defend.Riposte (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Flee (0), Retreat (0), Attack.Puncture (0), Engage.Melee (0), Attack.Default (0)
07:46:36
SQ
-> Behavior picked: Idle (1)
07:46:36
SQ
* Bandit Raider: Ending Turn with 1 of 9 AP left.
07:46:36
SQ
* ---------------------------------------------------
07:46:36
SQ
Turn started for Militia
07:46:36
SQ
*
07:46:36
SQ
* Militia: Starting turn.
07:46:37
SQ
-> Behaviors to pick from:
Attack.SplitShield (246.947)(*), Attack.Default (49.9057), Idle (1), Attack.Decapitate (0), Attack.Lash (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Shieldwall (0), Defend (0), Defend.Knockback (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Swing (0)
07:46:37
SQ
-> Behavior picked: Attack.SplitShield (246.947)
07:46:37
SQ
* Militia: Using Split Shield against Bandit Raider!
07:46:37
SQ
Militia uses skill Split Shield
07:46:38
SQ
-> Behaviors to pick from:
Attack.Default (54.7751)(*), Idle (1), Attack.Lash (0), Defend (0), Attack.KnockOut (0), Defend.Spearwall (0), Roam (0), Attack.CrushArmor (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.Decapitate (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Attack.SplitShield (0)
07:46:38
SQ
-> Behavior picked: Attack.Default (54.7751)
07:46:38
SQ
* Militia: Using Chop against Bandit Raider!
07:46:38
SQ
Militia uses skill Chop
07:46:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.Lash (0), Roam (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Retreat (0), BreakFree (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Defend.Knockback (0), SwitchTo.Ranged (0), Attack.Split (0), Attack.CrushArmor (0), Defend (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Swing (0), Attack.SplitShield (0), Attack.Default (0)
07:46:38
SQ
-> Behavior picked: Idle (1)
07:46:39
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:46:39
SQ
* ---------------------------------------------------
07:46:39
SQ
Turn started for Militia Marksman
07:46:39
SQ
*
07:46:39
SQ
* Militia Marksman: Starting turn.
07:46:39
SQ
No good tile in range, engaging in the general direction of the enemy!
07:46:40
SQ
-> Behaviors to pick from:
Attack.Bow (78.0401)(*), Engage.Ranged (30)(*), Idle (1), Engage.Melee (0), Flee (0), SwitchTo.Ranged (0), Defend (0), Attack.Puncture (0), Reload (0), Recover (0), SwitchTo.Melee (0), BreakFree (0), Attack.Default (0), Retreat (0), Roam (0)
07:46:40
SQ
-> Behavior picked: Attack.Bow (78.0401)
07:46:40
SQ
* Militia Marksman: Using Aimed Shot against Bandit Raider!
07:46:40
SQ
Militia Marksman uses skill Aimed Shot
07:46:42
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Defend (0), Flee (0), BreakFree (0), Attack.Puncture (0), Engage.Melee (0), Reload (0), Recover (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Roam (0), Attack.Bow (0)
07:46:42
SQ
-> Behavior picked: Idle (1)
07:46:42
SQ
* Militia Marksman: Ending Turn with 1 of 9 AP left.
07:46:42
SQ
* ---------------------------------------------------
07:46:42
SQ
Turn started for Militia
07:46:42
SQ
*
07:46:42
SQ
* Militia: Starting turn.
07:46:43
SQ
-> Behaviors to pick from:
Engage.Melee (96.6)(*), Idle (1), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0), Defend.Spearwall (0), Attack.SplitShield (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Shieldwall (0), Defend (0), Defend.Knockback (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Roam (0), Attack.Swing (0)
07:46:43
SQ
-> Behavior picked: Engage.Melee (96.6)
07:46:43
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:46:44
SQ
* Militia: Reached engage destination
07:46:44
SQ
-> Behaviors to pick from:
Attack.Default (61.0867)(*), Idle (1), Attack.KnockOut (0), Defend.Spearwall (0), Attack.Decapitate (0), Defend (0), Defend.Knockback (0), Attack.CrushArmor (0), BreakFree (0), Attack.Lash (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0)
07:46:44
SQ
-> Behavior picked: Attack.Default (61.0867)
07:46:45
SQ
* Militia: Using Cleave against Bandit Raider!
07:46:45
SQ
Militia uses skill Cleave
07:46:45
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), Defend.Knockback (0), Attack.Decapitate (0), Defend (0), Attack.Split (0), Retreat (0), BreakFree (0), Attack.Lash (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Spearwall (0), Recover (0), Rally (0), Flee (0), Roam (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0)
07:46:45
SQ
-> Behavior picked: Idle (1)
07:46:45
SQ
* Militia: Ending Turn with 3 of 9 AP left.
07:46:45
SQ
* ---------------------------------------------------
07:46:45
SQ
Turn started for Militia
07:46:45
SQ
*
07:46:45
SQ
* Militia: Starting turn.
07:46:46
SQ
-> Behaviors to pick from:
Attack.Default (243.415)(*), Idle (1), Attack.Decapitate (0), Attack.Lash (0), Attack.KnockOut (0), Defend.Shieldwall (0), Defend (0), Attack.Split (0), Attack.CrushArmor (0), BreakFree (0), Defend.Knockback (0), Defend.Spearwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Roam (0), SwitchTo.Melee (0), Retreat (0), Recover (0), Rally (0), Flee (0), Engage.Melee (0), Attack.Swing (0)
07:46:46
SQ
-> Behavior picked: Attack.Default (243.415)
07:46:46
SQ
* Militia: Using Strike against Bandit Raider!
07:46:46
SQ
Militia uses skill Strike
07:46:46
SQ
Bandit Raider has died.
07:46:46
SQ
-> Behaviors to pick from:
Engage.Melee (78.2)(*), Idle (1), Attack.KnockOut (0), Defend.Shieldwall (0), Attack.Decapitate (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Attack.CrushArmor (0), BreakFree (0), Defend.Knockback (0), Defend.Spearwall (0), Defend (0), Roam (0), SwitchTo.Melee (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Attack.Lash (0), Attack.Swing (0), Attack.Default (0)
07:46:46
SQ
-> Behavior picked: Engage.Melee (78.2)
07:46:47
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:46:48
SQ
* Militia: Reached engage destination
07:46:48
SQ
-> Behaviors to pick from:
Idle (1)(*), Attack.KnockOut (0), SwitchTo.Ranged (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Knockback (0), Defend.Spearwall (0), Defend (0), Roam (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Defend.Shieldwall (0), Recover (0), Rally (0), Flee (0), Attack.Lash (0), Attack.Swing (0), Attack.Default (0), Engage.Melee (0)
07:46:48
SQ
-> Behavior picked: Idle (1)
07:46:48
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:46:48
SQ
* ---------------------------------------------------
07:46:48
SQ
Turn started for Harald
07:46:51
SQ
[Harald] executes skill [Thrust] on target [Bandit Raider]
07:46:51
SQ
Harald uses skill Thrust
07:46:52
SQ
[Harald] executes skill [Thrust] on target [Bandit Raider]
07:46:52
SQ
Harald uses skill Thrust
07:46:52
SQ
Turn started for Hartmut
07:47:03
SQ
Turn started for Reynhart
07:47:07
SQ
[Reynhart] executes skill [Bash] on target [Bandit Raider]
07:47:07
SQ
Reynhart uses skill Bash
07:47:08
SQ
[Reynhart] executes skill [Bash] on target [Bandit Raider]
07:47:08
SQ
Reynhart uses skill Bash
07:47:08
SQ
Bandit Raider has died.
07:47:10
SQ
[Reynhart] executes skill [Bash] on target [Bandit Raider]
07:47:10
SQ
Reynhart uses skill Bash
07:47:11
SQ
Turn started for Militia Veteran
07:47:11
SQ
*
07:47:11
SQ
* Militia Veteran: Starting turn.
07:47:12
SQ
-> Behaviors to pick from:
Engage.Melee (110.4)(*), Idle (1), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Lash (0), Defend.Shieldwall (0), Defend (0), Attack.CrushArmor (0), BreakFree (0), Attack.Default (0), Attack.KnockOut (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Attack.Decapitate (0), Attack.SplitShield (0), Attack.Swing (0)
07:47:12
SQ
-> Behavior picked: Engage.Melee (110.4)
07:47:12
SQ
* Militia Veteran: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:47:12
SQ
* Militia Veteran: Reached engage destination
07:47:13
SQ
-> Behaviors to pick from:
Attack.Default (191.914)(*), Attack.SplitShield (78.1309)(*), Idle (1), Attack.Lash (0), Defend.Shieldwall (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Swing (0), Engage.Melee (0)
07:47:13
SQ
-> Behavior picked: Attack.SplitShield (78.1309)
07:47:13
SQ
* Militia Veteran: Using Split Shield against Bandit Raider!
07:47:13
SQ
Militia Veteran uses skill Split Shield
07:47:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Defend.Knockback (0), Defend.Shieldwall (0), SwitchTo.Melee (0), BreakFree (0), Attack.Lash (0), Attack.Decapitate (0), Attack.KnockOut (0), Roam (0), Attack.SplitShield (0), Defend (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0)
07:47:14
SQ
-> Behavior picked: Idle (1)
07:47:14
SQ
* Militia Veteran: Ending Turn with 3 of 9 AP left.
07:47:14
SQ
* ---------------------------------------------------
07:47:14
SQ
Turn started for Militia Veteran
07:47:14
SQ
*
07:47:14
SQ
* Militia Veteran: Starting turn.
07:47:15
SQ
-> Behaviors to pick from:
Engage.Melee (71.3)(*), Idle (1), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.Lash (0), Attack.SplitShield (0), Defend (0), Attack.CrushArmor (0), BreakFree (0), Attack.KnockOut (0), Defend.Shieldwall (0), Roam (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Attack.Decapitate (0), Attack.Default (0), Attack.Swing (0)
07:47:15
SQ
-> Behavior picked: Engage.Melee (71.3)
07:47:15
SQ
* Militia Veteran: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
07:47:16
SQ
* Militia Veteran: Reached engage destination
07:47:16
SQ
-> Behaviors to pick from:
Attack.Default (74.2364)(*), Attack.KnockOut (47.2857)(*), Idle (1), Attack.Lash (0), Attack.SplitShield (0), Defend.Spearwall (0), Defend.Knockback (0), BreakFree (0), Attack.Decapitate (0), Defend.Shieldwall (0), Roam (0), SwitchTo.Melee (0), Defend (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Swing (0), Engage.Melee (0)
07:47:16
SQ
-> Behavior picked: Attack.Default (74.2364)
07:47:17
SQ
* Militia Veteran: Using Bash against Bandit Thug!
07:47:17
SQ
Militia Veteran uses skill Bash
07:47:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Defend.Knockback (0), Attack.SplitShield (0), SwitchTo.Melee (0), BreakFree (0), Attack.Lash (0), Attack.Decapitate (0), Defend.Shieldwall (0), Roam (0), Attack.KnockOut (0), Defend (0), Attack.Split (0), Retreat (0), Recover (0), Rally (0), Flee (0), Attack.CrushArmor (0), SwitchTo.Ranged (0), Attack.Swing (0), Engage.Melee (0), Attack.Default (0)
07:47:17
SQ
-> Behavior picked: Idle (1)
07:47:17
SQ
* Militia Veteran: Ending Turn with 1 of 9 AP left.
07:47:17
SQ
* ---------------------------------------------------
07:47:17
SQ
Turn started for Oskar
07:47:27
SQ
Turn started for Gunnar
07:47:32
SQ
Turn started for Kunold
07:47:37
SQ
Turn started for Militia
07:47:37
SQ
*
07:47:37
SQ
* Militia: Starting turn.
07:47:37
SQ
-> Behaviors to pick from:
Engage.Melee (96)(*), Idle (1), Defend.Spearwall (0), SwitchTo.Ranged (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.Split (0), BreakFree (0), Attack.Lash (0), Defend.Shieldwall (0), Defend (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0), Attack.CrushArmor (0), Recover (0), Rally (0), Flee (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0)
07:47:37
SQ
-> Behavior picked: Engage.Melee (96)
07:47:37
SQ
* Militia: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
07:47:37
SQ
Skill [Hidden] removed from [Militia].
07:47:38
SQ
* Militia: Reached engage destination
07:47:39
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Spearwall (0), Attack.Split (0), Attack.SplitShield (0), Defend.Knockback (0), Attack.CrushArmor (0), Recover (0), Attack.Lash (0), Defend.Shieldwall (0), Defend (0), SwitchTo.Melee (0), Attack.Default (0), Retreat (0), BreakFree (0), SwitchTo.Ranged (0), Rally (0), Flee (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Engage.Melee (0)
07:47:39
SQ
-> Behavior picked: Idle (1)
07:47:39
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:47:39
SQ
* ---------------------------------------------------
07:47:39
SQ
Turn started for Hartwig
07:47:43
SQ
Turn started for Thilmann the Quiet
07:47:48
SQ
[Thilmann the Quiet] executes skill [Thrust] on target [Bandit Raider]
07:47:48
SQ
Thilmann the Quiet uses skill Thrust
07:47:48
SQ
Skill [Shieldwall] removed from [Bandit Raider].
07:47:48
SQ
Turn started for Konrad the Fisherman
07:47:53
SQ
Turn started for Sir Wilhelm
07:47:59
SQ
Turn started for Wolfgang
07:48:12
SQ
INFO: Next round issued: 3
07:48:13
SQ
Turn started for Militia
07:48:13
SQ
*
07:48:13
SQ
* Militia: Starting turn.
07:48:13
SQ
-> Behaviors to pick from:
Engage.Melee (105)(*), Idle (1), Defend.Knockback (0), Attack.CrushArmor (0), Attack.Split (0), Retreat (0), BreakFree (0), Defend.Shieldwall (0), Defend (0), SwitchTo.Melee (0), Attack.Default (0), Recover (0), SwitchTo.Ranged (0), Rally (0), Attack.Lash (0), Flee (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Spearwall (0)
07:48:13
SQ
-> Behavior picked: Engage.Melee (105)
07:48:14
SQ
* Militia: Engaging to melee range with Bandit Thug (visible), accepted_distance=0
07:48:14
SQ
* Militia: Reached engage destination
07:48:14
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), BreakFree (0), Attack.Split (0), Retreat (0), Attack.Lash (0), Flee (0), Defend (0), SwitchTo.Melee (0), Attack.Default (0), Recover (0), SwitchTo.Ranged (0), Rally (0), Defend.Shieldwall (0), Attack.CrushArmor (0), Roam (0), Attack.Swing (0), Attack.KnockOut (0), Attack.Decapitate (0), Attack.SplitShield (0), Defend.Spearwall (0), Engage.Melee (0)
07:48:14
SQ
-> Behavior picked: Idle (1)
07:48:14
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:48:14
SQ
* ---------------------------------------------------
07:48:15
SQ
Turn started for Militia
07:48:15
SQ
*
07:48:15
SQ
* Militia: Starting turn.
07:48:15
SQ
-> Behaviors to pick from:
Engage.Melee (141)(*), Idle (1), Defend (0), Attack.Split (0), Defend.Knockback (0), SwitchTo.Melee (0), Attack.CrushArmor (0), Attack.Lash (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Defend.Spearwall (0), Recover (0), BreakFree (0), Rally (0), Flee (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Default (0), Attack.KnockOut (0)
07:48:15
SQ
-> Behavior picked: Engage.Melee (141)
07:48:16
SQ
* Militia: Engaging to melee range with Bandit Raider (visible), accepted_distance=0
07:48:16
SQ
* Militia: Reached engage destination
07:48:17
SQ
-> Behaviors to pick from:
Attack.Default (131.857)(*), Idle (1), Defend.Knockback (0), SwitchTo.Melee (0), Defend (0), Defend.Spearwall (0), Recover (0), Defend.Shieldwall (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Rally (0), Attack.Lash (0), Flee (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Split (0), Attack.KnockOut (0), Engage.Melee (0)
07:48:17
SQ
-> Behavior picked: Attack.Default (131.857)
07:48:17
SQ
* Militia: Using Cleave against Bandit Raider!
07:48:17
SQ
Militia uses skill Cleave
07:48:17
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend.Knockback (0), Recover (0), Defend (0), Defend.Spearwall (0), Attack.Lash (0), Flee (0), Attack.SplitShield (0), SwitchTo.Ranged (0), Retreat (0), Attack.CrushArmor (0), BreakFree (0), Rally (0), Defend.Shieldwall (0), SwitchTo.Melee (0), Roam (0), Attack.Swing (0), Attack.Decapitate (0), Attack.Split (0), Attack.KnockOut (0), Engage.Melee (0), Attack.Default (0)
07:48:17
SQ
-> Behavior picked: Idle (1)
07:48:18
SQ
* Militia: Ending Turn with 1 of 9 AP left.
07:48:18
SQ
* ---------------------------------------------------
07:48:18
SQ
Turn started for Hartmut
07:48:21
SQ
[Hartmut] executes skill [Strike] on target [Bandit Thug]
07:48:21
SQ
Hartmut uses skill Strike
07:48:21
SQ
Bandit Thug has died.
07:48:25
SQ
Turn started for Militia Marksman
07:48:25
SQ
*
07:48:25
SQ
* Militia Marksman: Starting turn.
07:48:26
SQ
-> Behaviors to pick from:
Idle (1)(*), Defend (0), Engage.Melee (0), BreakFree (0), Attack.Puncture (0), Attack.Bow (0), Reload (0), Recover (0), SwitchTo.Melee (0), Engage.Ranged (0), Attack.Default (0), Retreat (0), Roam (0), Flee (0), SwitchTo.Ranged (0)
07:48:26
SQ
-> Behavior picked: Idle (1)
07:48:26
SQ
* Militia Marksman: Waiting with 9 of 9 AP left.
07:48:26
SQ
* ---------------------------------------------------
07:48:26
SQ
Turn started for Siegward the Mad
07:48:28
SQ
Turn started for Militia
07:48:28
SQ
*
07:48:28
SQ
* Militia: Starting turn.
07:48:28
SQ
-> Behaviors to pick from:
Idle (1)(*), SwitchTo.Ranged (0), Retreat (0), Attack.SplitShield (0), Attack.Split (0), Defend.Shieldwall (0), Recover (0), Defend.Knockback (0), Defend.Spearwall (0), Defend (0), Roam (0), SwitchTo.Melee (0), Attack.CrushArmor (0), BreakFree (0), Attack.Decapitate (0), Rally (0), Flee (0), Attack.Lash (0), Attack.Swing (0), Attack.Default (0), Engage.Melee (0), Attack.KnockOut (0)
07:48:28
SQ
-> Behavior picked: Idle (1)
07:48:28
SQ
* Militia: Waiting with 9 of 9 AP left.
07:48:28
SQ
* ---------------------------------------------------
07:48:29
SQ
Turn started for Oskar
07:48:31
SQ
[Oskar] executes skill [Hammer] on target [Bandit Raider]
07:48:31
SQ
Oskar uses skill Hammer
07:48:31
SQ
Bandit Raider has died.
07:48:31
SQ
Skill [Hidden] removed from [Hartwig].
07:48:31
SQ
Skill [Dodge] removed from [Reynhart].
07:48:31
Resource
Unloading: gfx/orientation_overlay.png
07:48:31
Resource
Loading: music/victory_01.ogg
07:48:35
Resource
Unloading: music/bandits_02.ogg
07:48:38
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
07:48:38
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
07:48:38
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
07:48:38
SQ
World::onCombatFinished
07:48:38
SQ
TacticalState::onFinish
07:48:38
Resource
Unloading: gfx/object_0.png
07:48:38
Resource
Unloading: gfx/detail.png
07:48:38
Resource
Unloading Resource Package "Temporary Tactical Resources".
07:48:38
Resource
Unloading: sounds/enemies/wardog_hurt_00.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_hurt_01.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_hurt_02.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_hurt_03.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_hurt_04.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_hurt_05.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_death_00.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_death_01.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_death_02.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_death_03.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_flee_00.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_flee_01.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_flee_02.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_flee_03.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_flee_04.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_idle_01.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_idle_02.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_idle_03.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_idle_04.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_idle_05.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_charge_00.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_charge_01.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_charge_02.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_bite_00.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_bite_01.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_bite_02.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_bite_03.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_bite_04.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_bite_05.wav
07:48:38
Resource
Unloading: sounds/enemies/wardog_bite_06.wav
07:48:55
SQ
Location entered: Waldhain
07:48:55
Resource
Loading: music/village_01.ogg
07:48:59
Resource
Unloading: music/victory_01.ogg
07:49:25
Script
VM collected 21 object(s) and deleted them.
07:49:44
SQ
showing contract: Armed Courier
07:50:50
SQ
contract activated: Armed Courier
07:50:59
Resource
Loading: music/worldmap_09.ogg
07:51:03
Resource
Unloading: music/village_01.ogg
07:51:13
SQ
contract added: Armed Courier
07:51:24
SQ
contract removed: 278
07:51:31
SQ
contract added: Hunting Beasts
07:51:36
SQ
contract added: Drive away bandits
07:51:53
SQ
contract removed: 279
07:51:54
SQ
contract added: Return Item
07:52:23
SQ
Skill [Background: Eunuch] removed from [Harald].
07:52:23
Script Error
the index 'buildDescription' does not exist
Function:
setTitle -> scripts/entity/tactical/player.nut : 59
Variables:
_value = the Mad, this = Table
Function:
onAdded -> scripts/skills/backgrounds/character_background.nut : 288
Variables:
actor = Instance, this = Table
Function:
add -> scripts/skills/skill_container.nut : 64
Variables:
_order = 0, _skill = Table, this = Table
Function:
start -> scripts/events/events/cultist_vs_uneducated_event.nut : 79
Variables:
background = Table, _event = Table, this = Table
Function:
setScreen -> scripts/events/event.nut : 141
Variables:
_screen = Table, this = Table
Function:
processInput -> scripts/events/event.nut : 118
Variables:
result = B, _option = 0, this = Table
Function:
processInput -> scripts/events/event_manager.nut : 253
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 135
Variables:
_buttonID = 0, this = Table
07:52:45
SQ
Skill [Pierced Arm Muscles] removed from [Berthold].
07:52:50
SQ
contract removed: 280
07:52:51
SQ
contract removed: 281
07:53:21
SQ
contract added: Destroy Orc Camp
07:53:26
SQ
contract added: Escort Envoy
07:53:31
SQ
contract removed: 282
07:53:42
SQ
showing contract: Armed Courier
07:53:54
SQ
Location entered: Norre
07:53:57
Resource
Loading: music/worldmap_05.ogg
07:53:58
SQ
contract added: Hunting Beasts
07:53:59
Resource
Unloading: music/worldmap_05.ogg
07:53:59
Resource
Loading: music/worldmap_03.ogg
07:54:01
Resource
Unloading: music/worldmap_09.ogg
07:54:09
SQ
Save campaign: GoingWell
07:54:11
Scene
Finished saving scene.
07:54:17
SQ
contract removed: 283
07:54:17
SQ
contract added: Hunting Beasts
07:54:18
SQ
contract added: Armed Courier
07:54:24
SQ
Location entered: Norre
07:54:24
Resource
Loading: music/city_02.ogg
07:54:26
Script
VM collected 2 object(s) and deleted them.
07:54:28
Resource
Unloading: music/worldmap_03.ogg
07:55:30
SQ
showing contract: Hunting Beasts
07:55:30
Script Error
the index 'isLowborn' does not exist
Function:
onPrepareVariables -> scripts/contracts/contracts/roaming_beasts_contract.nut : 417
Variables:
@ITERATOR@ = 5, bro = Table, @INDEX@ = 4, bro2 = Null, bro1 = Null, helpful = Null, candidates_bro2 = Array, candidates_bro1 = Array, candidates_helpful = Array, brothers = Array, _vars = Array, this = Table
Function:
buildText -> scripts/contracts/contract.nut : 360
Variables:
vars = Array, text = Null, randomTown = Tangborg, villages = Array, brother = Sir Wilhelm, _text = Negotiations, this = Table
Function:
setScreen -> scripts/contracts/contract.nut : 288
Variables:
oldID = , _restartIfAlreadyActive = True, _screen = Table, this = Table
Function:
start -> scripts/contracts/contracts/roaming_beasts_contract.nut : 71
Variables:
this = Table
Function:
setState -> scripts/contracts/contract.nut : 325
Variables:
_state = Table, this = Table
Function:
start -> scripts/contracts/contract.nut : 173
Variables:
this = Table
Function:
start -> scripts/contracts/contracts/roaming_beasts_contract.nut : 52
Variables:
this = Table
Function:
showContract -> scripts/contracts/contract_manager.nut : 266
Variables:
_c = Table, this = Table
Function:
showContractByID -> scripts/contracts/contract_manager.nut : 245
Variables:
c = Table, _id = 293, this = Table
Function:
onContractClicked -> scripts/ui/screens/world/world_town_screen.nut : 400
Variables:
_data = 293, this = Table
07:55:33
SQ
showing contract: Hunting Beasts
07:56:34
Script Error
the index 'isLowborn' does not exist
Function:
onPrepareVariables -> scripts/contracts/contracts/roaming_beasts_contract.nut : 417
Variables:
@ITERATOR@ = 5, bro = Table, @INDEX@ = 4, bro2 = Null, bro1 = Null, helpful = Null, candidates_bro2 = Array, candidates_bro1 = Array, candidates_helpful = Array, brothers = Array, _vars = Array, this = Table
Function:
buildText -> scripts/contracts/contract.nut : 360
Variables:
vars = Array, text = Null, randomTown = Hohenschanze, villages = Array, brother = Adelbert, _text = Negotiations, this = Table
Function:
setScreen -> scripts/contracts/contract.nut : 288
Variables:
oldID = Task, _restartIfAlreadyActive = True, _screen = Table, this = Table
Function:
processInput -> scripts/contracts/contract.nut : 234
Variables:
result = Negotiation, _option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
07:56:37
Script Error
the index 'Contract' does not exist
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 74
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 224
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
07:56:42
Script Error
the index 'Contract' does not exist
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 74
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 224
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
07:56:44
Script Error
the index 'Contract' does not exist
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 90
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 224
Variables:
_option = 1, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 1, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 1, this = Table
07:57:28
Script Error
the index 'Contract' does not exist
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 74
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 224
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
07:57:29
Script Error
the index 'Contract' does not exist
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 90
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 224
Variables:
_option = 1, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 1, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 1, this = Table
07:57:30
Script Error
the index 'Contract' does not exist
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 90
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 224
Variables:
_option = 1, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 1, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 1, this = Table
07:57:36
Script Error
the index 'Contract' does not exist
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 74
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 224
Variables:
_option = 0, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 0, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 0, this = Table
07:57:36
Script Error
the index 'Contract' does not exist
Function:
getResult -> scripts/contracts/templates/negotiation_templates.nut : 90
Variables:
this = Table
Function:
processInput -> scripts/contracts/contract.nut : 224
Variables:
_option = 1, this = Table
Function:
processInput -> scripts/contracts/contract_manager.nut : 284
Variables:
_option = 1, this = Table
Function:
onButtonPressed -> scripts/ui/screens/world/world_event_screen.nut : 131
Variables:
_buttonID = 1, this = Table
07:57:50
Core
Shutting down engine core.