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Battle Brothers Pre-Release Thread

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,925
Did you tell them their mothers were hamsters?
 

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
869
Steve gets a Kidney but I don't even get a tag.
When I saw this I figured the battle would be a relative breeze:
Hills are pretty great

S97nbX4.jpg
 

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.
By the way what's a deal with cultist background? Its nullifying original background is it bug or feature( and not giving a bonus to bravery) ? What happens when you got all your band converted, is there some kind of event? Right now this one dude converted like 3 of my battle brothers.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,067
Location
NZ
Cultists seem one of the best backgrounds (up with brawlers), often have useful traits and above average stats for a low cost, I'm guessing they could (or are planned to) lead to nasty events however. There's the conversion event of course but seems little downside to letting them convert as of now.
 

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.
Well the problem with cultists is that converted one don't get +5 to bravery and losing their original background.
PS. Not relevant any more since my little cult died by the hands of necromancer. The darkness is coming, indeed.
 
Last edited:

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,949
rapsdjff Can you make it so that when zooming out on the world map, the brother's banner scales up in size like city flags do? That way we can track our bro's easily while looking at a big piece of the world.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,067
Location
NZ
Well the problem with cultists is that converted one don't get +5 to bravery and losing their original background.
PS. Not relevant any more since my little cult died by the hands of necromancer. The darkness is coming, indeed.

I thought altering the background didn't mean say a farmhand convert loses his extra fatigue.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Thanks to everyone who reported issues in this thread. Most of these should be fixed by now, and we'll look at the remaining ones in the coming weeks.

blog_header_wm_update.jpg

Battle Brothers – Update 0.6.0.14
We close the second week after the big worldmap update with a larger update.

There are a few changes of note: We now support Steam Cloud saving, direwolves have finished their transformation from the werewolves of old to a new identity with visuals of their own, balance and progression has been smoothed out a bit to make for less rocky gameplay, and the level-up system for attributes has changed.



The change to the level-up system isn’t necessarily permanent, as we’ll look at leveling as a whole again together with going over all the perks later on during development, but we felt that this was a change we needed to make now. The system previously in place lacked transparency and thus led to some confusion and ultimately frustration as people misinterpreted how it worked. The new system should be easier to understand and offer a better strategic choice on levelup on how to best develop your Battle Brothers. It works like this: You can now see all levelup rolls right from the start (without going through the pick/cancel motion like most players did) and pick three values you want. Levelup values are re-rolled for each level and no longer stick until picked.

We’ll continue to work on any technical or balancing issues that may pop up, but with most now out of the way we’ll transition to adding new content to the game again come next week. What new content is that?

Our next major milestone is redoing all the combat environments already in the game, as well as adding new combat environments for every terrain type found on the worldmap. Here is an early preview.



While we’re at it, we’ll also look at some usability issues in combat (primarily with forests) and add some quality of life improvements (like an option to end combat early once all enemies are fleeing). Finally, we’ll keep adding additional contracts to the game. There are 11 more already written and waiting to be implemented, and we have plans for even more.

Have a nice weekend!

Changelog

  • Added automatic synchronization of savegames on Steam Cloud.
  • Added a chance for Withered Vampires to carry named weapons.
  • Added new visuals for Direwolves.
  • Changed level-up system for attributes. You can now see all levelup rolls right from the start and pick the three values you want. Levelup values are re-rolled for each level and no longer stick until picked.
  • Changed chance to get drunk on paying for rounds in the tavern to be lower.
  • Changed opposition in contracts to better match player strength throughout the campaign.
  • Changed roaming enemies to be slightly easier to take on in the early game and scale better into the lategame.
  • Changed treasure items to be sold at full value, like trading goods are, and be somewhat more valuable than before in order to make exploring and looting locations on your own more worthwhile.
  • Changed ‘Patrol’ contract to have the player be more likely to face opposition on the road.
  • Changed ‘Patrol’ contract to have a time limit of ten days and show both the time remaining and the number of heads collected in the objective panel.
  • Changed a few perk descriptions to make things more clear.
  • Changed name of ‘Fletcher’s Hut’ on the worldmap to ‘Arrow Maker’s Shed’ to avoid confusion about its relation to the ‘Fletcher’ building inside settlements.
  • Fixed issue with payment when at negative renown.
  • Fixed issue with cancel/engage potentially leading to fighting the wrong enemies.
  • Fixed issue with entities spawning on unreachable tiles in combat.
  • Fixed poor relations leading to better prices when selling items than with good relations.
  • Fixed money counter in UI not updating properly when buying food.
  • Fixed provisions counter in UI not updating properly when selling food.
  • Fixed direwolves looting other AI parties when they shouldn’t because they’re animals.
  • Fixed several issues with location placement at worldgen. Requires starting a new campaign to take effect.
  • Fixed cause of the game potentially slowing down on the worldmap because of poorly placed harbors, and ships unable to reach them. Requires starting a new campaign to take effect.
  • Fixed goblin camps spawning orcs in rare cases.
  • Fixed display issue in ‘Armed Courier’ contract negotiations.
  • Fixed issue with AI burning down locations while the player is tasked to destroy them in ‘Raze Location’ contract.
  • Fixed missing information on additional fatigue use for named orc weapons in tooltip.
  • Fixed action point bar not updating properly after picking up or dropping items during combat.
  • Fixed Goblin Wolfriders potentially becoming untargetable if their mount was killed using the ‘Knock Back’ skill in combination with the ‘Shield Bash’ perk.
  • Fixed issue with ranged AI potentially hanging in combat.
  • Fixed Arbalesters not having a backup melee weapon.
  • Fixed mood status effect sometimes not showing on characters after loading a game.
  • Fixed drunk debuff duration resetting on loading a game.
  • Fixed issue with change of master volume in the game’s audio options not immediately affecting the volume of music currently playing.
  • Fixed wrong inventory icon for named greataxe.
  • Fixed various text errors.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Well the problem with cultists is that converted one don't get +5 to bravery and losing their original background.
PS. Not relevant any more since my little cult died by the hands of necromancer. The darkness is coming, indeed.
The stats of characters don't change anymore by being converted to cultists. However, once they're cultists, different events may trigger for them down the road which then may change their stats (e.g. the event increasing the cultist's resolve that RedScum posted a screenshot of).

rapsdjff Can you make it so that when zooming out on the world map, the brother's banner scales up in size like city flags do? That way we can track our bro's easily while looking at a big piece of the world.
Yes, I've put it on the list.
 

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
869
Steve gets a Kidney but I don't even get a tag.
I've encountered a new bug just now: a fight between me+a caravan vs some wolves would freeze during the loading screen until I manouvered to start the fight without the caravan.

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22:45:24
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Loading: sounds/ambience/terrain/tundra_wind_07.wav
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Loading: sounds/ambience/terrain/tundra_wind_08.wav
22:45:24
SQ
Load campaign: autosave
22:45:25
Scene
Finished loading scene.
22:45:26
SQ
contract added: Hunting Beasts
22:45:26
SQ
contract added: Drive away bandits
22:45:26
SQ
contract added: Secure Cemetery
22:45:26
SQ
contract added: Armed Courier
22:45:26
SQ
contract added: Hunting Beasts
22:45:26
SQ
contract added: Armed Courier
22:45:26
SQ
contract added: Armed Courier
22:45:26
SQ
contract added: Hunting Beasts
22:45:26
SQ
contract added: Drive away bandits
22:45:26
SQ
contract added: Secure Cemetery
22:45:26
SQ
contract added: Armed Courier
22:45:26
SQ
contract added: Destroy Goblin Camp
22:45:26
SQ
contract added: Destroy Goblin Camp
22:45:26
SQ
contract activated: Patrol
22:45:26
Resource
Loading: music/worldmap_06.ogg
22:45:26
UI
WorldScreen::REGISTER
22:45:26
UI
WorldScreenTopbarOptionsModule::REGISTER
22:45:26
UI
WorldScreenTopbarDayTimeModule::REGISTER
22:45:27
UI
WorldScreenTopbarAssetsModule::REGISTER
22:45:27
UI
WorldScreenActiveContractPanelModule::REGISTER
22:45:27
UI
CombatDialogModule::REGISTER
22:45:27
UI
WorldEventScreen::REGISTER
22:45:27
UI
WorldTownScreen::REGISTER
22:45:27
UI
WorldTownScreenMainDialogModule::REGISTER
22:45:27
UI
WorldTownScreenHireDialogModule::REGISTER
22:45:27
UI
WorldTownScreenShopDialogModule::REGISTER
22:45:27
UI
WorldTownScreenTravelDialogModule::REGISTER
22:45:27
UI
WorldTownScreenBarberDialogModule::REGISTER
22:45:27
UI
WorldTownScreenTavernDialogModule::REGISTER
22:45:27
UI
WorldEventPopupScreen::REGISTER
22:45:27
UI
WorldRelationsScreen::REGISTER
22:45:27
UI
IngameMenuScreen::REGISTER
22:45:27
UI
MainMenuModule::REGISTER
22:45:27
UI
LoadCampaignMenuModule::REGISTER
22:45:27
UI
SaveCampaignMenuModule::REGISTER
22:45:27
UI
OptionsMenuModule::REGISTER
22:45:27
UI
OptionsMenuModuleVideoPanel::REGISTER
22:45:27
UI
OptionsMenuModuleAudioPanel::REGISTER
22:45:27
UI
OptionsMenuModuleControlsPanel::REGISTER
22:45:27
UI
OptionsMenuModuleGameplayPanel::REGISTER
22:45:27
UI
WorldGameFinishScreen::REGISTER
22:45:27
UI
WorldGameFinishScreenDialogModule::REGISTER
22:45:27
UI
CharacterScreen::REGISTER
22:45:27
UI
CharacterScreenLeftPanelModule::REGISTER
22:45:27
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
22:45:27
UI
CharacterScreenPaperdollModule::REGISTER
22:45:27
UI
CharacterScreenSkillsModule::REGISTER
22:45:27
UI
CharacterScreenStatsModule::REGISTER
22:45:27
UI
CharacterScreenRightPanelModule::REGISTER
22:45:27
UI
CharacterScreenRightPanelHeaderModule::REGISTER
22:45:27
UI
CharacterScreenInventoryListModule::REGISTER
22:45:27
UI
CharacterScreenPerksModule::REGISTER
22:45:27
UI
CharacterScreenBrothersListModule::REGISTER
22:45:27
UI
CharacterScreenBattleStartFooterModule::REGISTER
22:45:28
Resource
Unloading: music/title.ogg
22:45:30
SQ
Save campaign: autosave
22:45:32
Scene
Finished saving scene.
22:45:33
SQ
WorldState::onHide
22:45:33
UI
CharacterScreen::REGISTER
22:45:33
UI
CharacterScreenLeftPanelModule::REGISTER
22:45:33
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
22:45:33
UI
CharacterScreenPaperdollModule::REGISTER
22:45:33
UI
CharacterScreenSkillsModule::REGISTER
22:45:33
UI
CharacterScreenStatsModule::REGISTER
22:45:33
UI
CharacterScreenRightPanelModule::REGISTER
22:45:33
UI
CharacterScreenRightPanelHeaderModule::REGISTER
22:45:33
UI
CharacterScreenInventoryListModule::REGISTER
22:45:33
UI
CharacterScreenPerksModule::REGISTER
22:45:33
UI
CharacterScreenBrothersListModule::REGISTER
22:45:33
UI
CharacterScreenBattleStartFooterModule::REGISTER
22:45:33
UI
TacticalFleeScreen::REGISTER
22:45:33
UI
IngameMenuScreen::REGISTER
22:45:33
UI
MainMenuModule::REGISTER
22:45:33
UI
LoadCampaignMenuModule::REGISTER
22:45:33
UI
SaveCampaignMenuModule::REGISTER
22:45:33
UI
OptionsMenuModule::REGISTER
22:45:33
UI
OptionsMenuModuleVideoPanel::REGISTER
22:45:33
UI
OptionsMenuModuleAudioPanel::REGISTER
22:45:33
UI
OptionsMenuModuleControlsPanel::REGISTER
22:45:33
UI
OptionsMenuModuleGameplayPanel::REGISTER
22:45:33
UI
TacticalCombatResultScreen::REGISTER
22:45:33
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
22:45:33
UI
TacticalCombatResultScreenLootPanel::REGISTER
22:45:33
UI
TacticalScreen::REGISTER
22:45:33
UI
TacticalScreenTurnSequenceBarModule::REGISTER
22:45:33
UI
TacticalScreenOrientationOverlayModule::REGISTER
22:45:33
UI
TacticalScreenTopbarEventLogModule::REGISTER
22:45:33
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
22:45:33
UI
TacticalScreenTopbarOptionsModule::REGISTER
22:45:33
Resource
Loading: gfx/detail.png
22:45:33
Texture
Texture "gfx/detail.png" (ID: 21) took up approximately 5461kb in video memory.
22:45:33
Resource
Loading: gfx/object_0.png
22:45:33
Texture
Texture "gfx/object_0.png" (ID: 22) took up approximately 2730kb in video memory.
22:45:33
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/werewolf" at (20,10).
22:45:33
Resource
Loading: gfx/entity_4.png
22:45:33
Texture
Texture "gfx/entity_4.png" (ID: 23) took up approximately 682kb in video memory.
22:45:33
Resource
Loading: gfx/orientation_overlay.png
22:45:33
Texture
Texture "gfx/orientation_overlay.png" (ID: 24) took up approximately 512kb in video memory.
22:45:33
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/werewolf" at (22,4).
22:45:33
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/werewolf" at (21,5).
22:45:33
Resource
Loading: sounds/atmosphere/rain_02.wav
22:45:33
SQ
TACTICAL: STASH LOCKED: true
22:45:33
SQ
Turn started for Direwolf
22:45:33
SQ
*
22:45:33
SQ
* Direwolf: Starting turn.
22:45:33
SQ
INFO: Next round issued: 1
22:45:33
Resource
Started loading Resource Package "Temporary Tactical Resources".
22:45:33
Resource
Loading: sounds/combat/repel_hit_01.wav
22:45:33
Resource
Loading: sounds/combat/repel_hit_02.wav
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Loading: sounds/combat/repel_hit_03.wav
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Resource
Loading: sounds/enemies/werewolf_hurt_01.wav
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Loading: sounds/enemies/werewolf_death_01.wav
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22:45:33
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Loading: sounds/enemies/werewolf_flee_06.wav
22:45:33
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Loading: sounds/enemies/werewolf_idle_01.wav
22:45:33
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Loading: sounds/enemies/werewolf_idle_02.wav
22:45:33
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22:45:33
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22:45:33
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22:45:33
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22:45:33
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Loading: sounds/enemies/werewolf_idle_11.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_12.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_13.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_14.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_15.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_16.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_17.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_18.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_19.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_20.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_21.wav
22:45:33
Resource
Loading: sounds/enemies/wolf_bite_01.wav
22:45:33
Resource
Loading: sounds/enemies/wolf_bite_02.wav
22:45:33
Resource
Loading: sounds/enemies/wolf_bite_03.wav
22:45:33
Resource
Loading: sounds/enemies/wolf_bite_04.wav
22:45:33
Resource
Loading: sounds/combat/werewolf_claw_hit_01.wav
22:45:33
Resource
Loading: sounds/combat/werewolf_claw_hit_02.wav
22:45:33
Resource
Loading: sounds/combat/werewolf_claw_hit_03.wav
22:45:33
Resource
Loading: music/beasts_01.ogg
22:45:34
SQ
defensive score: 0
22:45:34
SQ
defensive threshold: 30
22:45:34
SQ
-> Behaviors to pick from:
Engage.Melee (129.643)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
22:45:34
SQ
-> Behavior picked: Engage.Melee (129.643)
22:45:34
SQ
* Direwolf: Engaging to melee range with Valdemar the Derelict (visible), accepted_distance=0
22:45:35
SQ
* Direwolf: Reached engage destination
22:45:35
SQ
defensive score: 0
22:45:35
SQ
defensive threshold: 30
22:45:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
22:45:35
SQ
-> Behavior picked: Idle (1)
22:45:36
SQ
* Direwolf: Ending Turn with 2 of 12 AP left.
22:45:36
SQ
* ---------------------------------------------------
22:45:36
SQ
Turn started for Direwolf
22:45:36
SQ
*
22:45:36
SQ
* Direwolf: Starting turn.
22:45:36
SQ
defensive score: 0
22:45:36
SQ
defensive threshold: 30
22:45:36
SQ
-> Behaviors to pick from:
Engage.Melee (217.105)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
22:45:36
SQ
-> Behavior picked: Engage.Melee (217.105)
22:45:37
SQ
* Direwolf: Engaging to melee range with Valdemar the Derelict (visible), accepted_distance=0
22:45:37
Resource
Unloading: music/worldmap_06.ogg
22:45:38
SQ
* Direwolf: Reached engage destination
22:45:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
22:45:38
SQ
-> Behavior picked: Idle (1)
22:45:38
SQ
* Direwolf: Ending Turn with 0 of 12 AP left.
22:45:38
SQ
* ---------------------------------------------------
22:45:39
SQ
Turn started for Direwolf
22:45:39
SQ
*
22:45:39
SQ
* Direwolf: Starting turn.
22:45:39
SQ
-> Behaviors to pick from:
Engage.Melee (126.732)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
22:45:39
SQ
-> Behavior picked: Engage.Melee (126.732)
22:45:39
SQ
* Direwolf: Engaging to melee range with Wolfram the Courier (not visible), accepted_distance=0
22:45:41
SQ
* Direwolf: Reached engage destination
22:45:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
22:45:41
SQ
-> Behavior picked: Idle (1)
22:45:41
SQ
* Direwolf: Ending Turn with 2 of 12 AP left.
22:45:41
SQ
* ---------------------------------------------------
22:45:41
SQ
Turn started for Wernhard
22:47:21
SQ
[Wernhard] executes skill [Aimed Shot] on target [Direwolf]
22:47:21
SQ
Wernhard uses skill Aimed Shot
22:47:23
SQ
Turn started for Magnus
22:47:25
SQ
Turn started for Bertwin
22:47:27
SQ
[Bertwin] executes skill [Impale] on target [Direwolf]
22:47:27
SQ
Bertwin uses skill Impale
22:47:27
SQ
Turn started for Valdemar the Derelict
22:47:29
SQ
[Valdemar the Derelict] executes skill [Thrust] on target [Direwolf]
22:47:29
SQ
Valdemar the Derelict uses skill Thrust
22:47:29
SQ
[Valdemar the Derelict] executes skill [Thrust] on target [Direwolf]
22:47:29
SQ
Valdemar the Derelict uses skill Thrust
22:47:29
SQ
Turn started for Reynhart
22:47:32
SQ
Turn started for Wolfram the Courier
22:47:36
Navigator
Can't find path - start and dest identical!
22:47:37
SQ
Turn started for Ulf
22:47:38
SQ
Turn started for Ulfert
22:47:39
SQ
Turn started for Olafur
22:47:40
SQ
Turn started for Thilmann
22:47:42
SQ
[Thilmann] executes skill [Shieldwall] on target [Thilmann]
22:47:42
SQ
Thilmann uses skill Shieldwall
22:47:46
SQ
[Wolfram the Courier] executes skill [Shieldwall] on target [Wolfram the Courier]
22:47:46
SQ
Wolfram the Courier uses skill Shieldwall
22:47:46
SQ
[Wolfram the Courier] executes skill [Riposte] on target [Wolfram the Courier]
22:47:46
SQ
Wolfram the Courier uses skill Riposte
22:47:46
UI
ERROR: Failed to query entity skills data for entity (13889). Reason: Invalid result.
22:47:49
SQ
[Ulf] executes skill [Shieldwall] on target [Ulf]
22:47:49
SQ
Ulf uses skill Shieldwall
22:47:50
SQ
[Ulfert] executes skill [Shieldwall] on target [Ulfert]
22:47:50
SQ
Ulfert uses skill Shieldwall
22:47:52
SQ
[Olafur] executes skill [Shieldwall] on target [Olafur]
22:47:52
SQ
Olafur uses skill Shieldwall
22:47:53
SQ
INFO: Next round issued: 2
22:47:53
SQ
Turn started for Direwolf
22:47:53
SQ
*
22:47:53
SQ
* Direwolf: Starting turn.
22:47:54
SQ
-> Behaviors to pick from:
Engage.Melee (214.793)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
22:47:54
SQ
-> Behavior picked: Engage.Melee (214.793)
22:47:54
SQ
* Direwolf: Engaging to melee range with Olafur (visible), accepted_distance=0
22:47:55
SQ
* Direwolf: Reached engage destination
22:47:55
SQ
-> Behaviors to pick from:
Attack.Default (64.9468)(*), Idle (1), Retreat (0), BreakFree (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0)
22:47:55
SQ
-> Behavior picked: Attack.Default (64.9468)
22:47:56
SQ
* Direwolf: Using Direwolf Bite against Olafur!
22:47:56
SQ
Direwolf uses skill Direwolf Bite
22:47:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), Howl (0), Flee (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
22:47:56
SQ
-> Behavior picked: Idle (1)
22:47:57
SQ
* Direwolf: Ending Turn with 2 of 12 AP left.
22:47:57
SQ
* ---------------------------------------------------
22:47:57
SQ
Turn started for Direwolf
22:47:57
SQ
*
22:47:57
SQ
* Direwolf: Starting turn.
22:47:57
SQ
-> Behaviors to pick from:
Engage.Melee (223.902)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
22:47:57
SQ
-> Behavior picked: Engage.Melee (223.902)
22:47:58
SQ
* Direwolf: Engaging to melee range with Wolfram the Courier (visible), accepted_distance=0
22:47:59
SQ
* Direwolf: Reached engage destination
22:47:59
SQ
-> Behaviors to pick from:
Attack.Default (65.0475)(*), Idle (1), Retreat (0), BreakFree (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0)
22:47:59
SQ
-> Behavior picked: Attack.Default (65.0475)
22:48:00
SQ
* Direwolf: Using Direwolf Bite against Thilmann!
22:48:00
SQ
Direwolf uses skill Direwolf Bite
22:48:00
SQ
-> Behaviors to pick from:
Attack.Default (54.6475)(*), Idle (1), Howl (0), Flee (0), Retreat (0), Roam (0), Engage.Melee (0), BreakFree (0)
22:48:00
SQ
-> Behavior picked: Attack.Default (54.6475)
22:48:00
SQ
* Direwolf: Using Direwolf Bite against Thilmann!
22:48:00
SQ
Direwolf uses skill Direwolf Bite
22:48:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Engage.Melee (0), Retreat (0), Roam (0), BreakFree (0), Flee (0), Attack.Default (0)
22:48:01
SQ
-> Behavior picked: Idle (1)
22:48:01
SQ
* Direwolf: Ending Turn with 0 of 12 AP left.
22:48:01
SQ
* ---------------------------------------------------
22:48:01
SQ
Turn started for Direwolf
22:48:01
SQ
*
22:48:01
SQ
* Direwolf: Starting turn.
22:48:02
SQ
-> Behaviors to pick from:
Attack.Default (104.22)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
22:48:02
SQ
-> Behavior picked: Attack.Default (104.22)
22:48:02
SQ
* Direwolf: Using Direwolf Bite against Valdemar the Derelict!
22:48:02
SQ
Direwolf uses skill Direwolf Bite
22:48:02
SQ
-> Behaviors to pick from:
Attack.Default (89.2699)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
22:48:02
SQ
-> Behavior picked: Attack.Default (89.2699)
22:48:03
SQ
* Direwolf: Using Direwolf Bite against Valdemar the Derelict!
22:48:03
SQ
Direwolf uses skill Direwolf Bite
22:48:03
SQ
-> Behaviors to pick from:
Attack.Default (101.945)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
22:48:03
SQ
-> Behavior picked: Attack.Default (101.945)
22:48:04
SQ
* Direwolf: Using Direwolf Bite against Valdemar the Derelict!
22:48:04
SQ
Direwolf uses skill Direwolf Bite
22:48:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
22:48:04
SQ
-> Behavior picked: Idle (1)
22:48:04
SQ
* Direwolf: Ending Turn with 0 of 12 AP left.
22:48:04
SQ
* ---------------------------------------------------
22:48:05
SQ
Turn started for Reynhart
22:48:06
SQ
[Reynhart] executes skill [Impale] on target [Direwolf]
22:48:06
SQ
Reynhart uses skill Impale
22:48:07
SQ
Turn started for Wernhard
22:48:11
SQ
[Wernhard] executes skill [Quick Shot] on target [Direwolf]
22:48:11
SQ
Wernhard uses skill Quick Shot
22:48:12
SQ
Turn started for Magnus
22:48:13
SQ
[Magnus] executes skill [Impale] on target [Direwolf]
22:48:13
SQ
Magnus uses skill Impale
22:48:15
SQ
Turn started for Bertwin
22:48:16
SQ
[Bertwin] executes skill [Impale] on target [Direwolf]
22:48:16
SQ
Bertwin uses skill Impale
22:48:18
SQ
Turn started for Valdemar the Derelict
22:48:19
SQ
[Valdemar the Derelict] executes skill [Thrust] on target [Direwolf]
22:48:19
SQ
Valdemar the Derelict uses skill Thrust
22:48:19
SQ
[Valdemar the Derelict] executes skill [Thrust] on target [Direwolf]
22:48:19
SQ
Valdemar the Derelict uses skill Thrust
22:48:19
SQ
Direwolf has died.
22:48:20
SQ
Turn started for Ulf
22:48:20
SQ
Skill [Shieldwall] removed from [Ulf].
22:48:23
SQ
[Ulf] executes skill [Slash] on target [Direwolf]
22:48:23
SQ
Ulf uses skill Slash
22:48:23
SQ
Turn started for Ulfert
22:48:23
SQ
Skill [Shieldwall] removed from [Ulfert].
22:48:25
SQ
[Ulfert] executes skill [Flail] on target [Direwolf]
22:48:25
SQ
Ulfert uses skill Flail
22:48:26
SQ
Turn started for Thilmann
22:48:26
SQ
Skill [Shieldwall] removed from [Thilmann].
22:48:27
SQ
[Thilmann] executes skill [Chop] on target [Direwolf]
22:48:27
SQ
Thilmann uses skill Chop
22:48:27
SQ
[Thilmann] executes skill [Chop] on target [Direwolf]
22:48:27
SQ
Thilmann uses skill Chop
22:48:28
SQ
Turn started for Olafur
22:48:28
SQ
Skill [Shieldwall] removed from [Olafur].
22:48:30
SQ
Turn started for Wolfram the Courier
22:48:30
SQ
Skill [Shieldwall] removed from [Wolfram the Courier].
22:48:30
SQ
Skill [Riposte] removed from [Wolfram the Courier].
22:48:31
SQ
[Wolfram the Courier] executes skill [Slash] on target [Direwolf]
22:48:31
SQ
Wolfram the Courier uses skill Slash
22:48:32
SQ
[Wolfram the Courier] executes skill [Slash] on target [Direwolf]
22:48:32
SQ
Wolfram the Courier uses skill Slash
22:48:32
SQ
Direwolf has died.
22:48:32
SQ
INFO: Next round issued: 3
22:48:32
SQ
Turn started for Direwolf
22:48:32
SQ
*
22:48:32
SQ
* Direwolf: Starting turn.
22:48:33
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0), Howl (0), Retreat (0)
22:48:33
SQ
-> Behavior picked: Flee (9000)
22:48:33
SQ
* Direwolf: Fleeing.
22:48:33
SQ
Direwolf has died.
22:48:33
Resource
Unloading: gfx/orientation_overlay.png
22:48:33
Resource
Loading: music/victory_01.ogg
22:48:34
SQ
Turn started for Magnus
22:48:37
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
22:48:37
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
22:48:37
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
22:48:37
SQ
World::onCombatFinished
22:48:37
Resource
Unloading: music/victory_01.ogg
22:48:37
SQ
TacticalState::onFinish
22:48:37
Resource
Unloading: gfx/object_0.png
22:48:37
Resource
Unloading: gfx/detail.png
22:48:37
Resource
Unloading Resource Package "Temporary Tactical Resources".
22:48:37
Resource
Unloading: sounds/combat/repel_hit_01.wav
22:48:37
Resource
Unloading: sounds/combat/repel_hit_02.wav
22:48:37
Resource
Unloading: sounds/combat/repel_hit_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_hurt_01.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_hurt_02.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_hurt_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_hurt_04.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_01.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_02.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_04.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_05.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_01.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_02.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_04.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_05.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_06.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_01.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_02.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_04.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_05.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_06.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_07.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_08.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_09.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_10.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_11.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_12.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_13.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_14.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_15.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_16.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_17.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_18.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_19.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_20.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_21.wav
22:48:37
Resource
Unloading: gfx/entity_4.png
22:48:37
Resource
Unloading: sounds/enemies/wolf_bite_01.wav
22:48:37
Resource
Unloading: sounds/enemies/wolf_bite_02.wav
22:48:37
Resource
Unloading: sounds/enemies/wolf_bite_03.wav
22:48:37
Resource
Unloading: sounds/enemies/wolf_bite_04.wav
22:48:37
Resource
Unloading: sounds/combat/werewolf_claw_hit_01.wav
22:48:37
Resource
Unloading: sounds/combat/werewolf_claw_hit_02.wav
22:48:37
Resource
Unloading: sounds/combat/werewolf_claw_hit_03.wav
22:48:37
Resource
Unloading: sounds/atmosphere/rain_02.wav
22:48:37
UI
IngameMenuScreen::UNREGISTER
22:48:37
UI
MainMenuModule::UNREGISTER
22:48:37
UI
LoadCampaignMenuModule::UNREGISTER
22:48:37
UI
SaveCampaignMenuModule::UNREGISTER
22:48:37
UI
OptionsMenuModule::UNREGISTER
22:48:37
UI
OptionsMenuModuleVideoPanel::UNREGISTER
22:48:37
UI
OptionsMenuModuleVideoPanel::UNREGISTER
22:48:37
UI
OptionsMenuModuleControlsPanel::UNREGISTER
22:48:37
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
22:48:37
UI
TacticalFleeScreen::UNREGISTER
22:48:37
UI
CharacterScreen::UNREGISTER
22:48:37
UI
CharacterScreenLeftPanelModule::UNREGISTER
22:48:37
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
22:48:37
UI
CharacterScreenPaperdollModule::UNREGISTER
22:48:37
UI
CharacterScreenSkillsModule::UNREGISTER
22:48:37
UI
CharacterScreenStatsModule::UNREGISTER
22:48:37
UI
CharacterScreenRightPanelModule::UNREGISTER
22:48:37
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
22:48:37
UI
CharacterScreenInventoryListModule::UNREGISTER
22:48:37
UI
CharacterScreenPerksModule::UNREGISTER
22:48:37
UI
CharacterScreenBrothersListModule::UNREGISTER
22:48:37
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
22:48:37
UI
TacticalScreen::UNREGISTER
22:48:37
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
22:48:37
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
22:48:37
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
22:48:37
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
22:48:37
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
22:48:37
UI
TacticalCombatResultScreen::UNREGISTER
22:48:37
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
22:48:37
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
22:48:37
Resource
Loading: music/worldmap_08.ogg
22:48:37
Resource
Unloading: music/beasts_01.ogg
22:48:49
SQ
Save campaign: Save 01
22:48:51
Scene
Finished saving scene.
22:48:55
SQ
Load campaign: Save 01
22:48:56
Scene
Finished loading scene.
22:48:57
SQ
contract added: Hunting Beasts
22:48:57
SQ
contract added: Drive away bandits
22:48:57
SQ
contract added: Secure Cemetery
22:48:57
SQ
contract added: Armed Courier
22:48:57
SQ
contract added: Hunting Beasts
22:48:57
SQ
contract added: Armed Courier
22:48:57
SQ
contract added: Armed Courier
22:48:57
SQ
contract added: Hunting Beasts
22:48:57
SQ
contract added: Drive away bandits
22:48:57
SQ
contract added: Secure Cemetery
22:48:57
SQ
contract added: Armed Courier
22:48:57
SQ
contract added: Destroy Goblin Camp
22:48:57
SQ
contract added: Destroy Goblin Camp
22:48:57
SQ
contract activated: Patrol
22:48:57
Resource
Loading: music/worldmap_09.ogg
22:48:59
Resource
Unloading: music/worldmap_08.ogg
22:50:00
Script
VM collected 1 object(s) and deleted them.
Battle Brothers - Early Access - Build: 0.6.0.14
22:45:17
Core
Using write path: C:\Users\JD\Documents\Battle Brothers
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RootState::onShow()
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RootScreen::REGISTER
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LoadingScreen::REGISTER
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MainMenuModule::REGISTER
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NewCampaignMenuModule::REGISTER
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
Resource
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22:45:24
Resource
Loading: sounds/ambience/terrain/nighttime_cricket_00.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/nighttime_cricket_01.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/nighttime_frog_00.wav
22:45:24
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22:45:24
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22:45:24
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Loading: sounds/ambience/terrain/snow_snow_00.wav
22:45:24
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Loading: sounds/ambience/terrain/snow_snow_01.wav
22:45:24
Resource
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22:45:24
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22:45:24
Resource
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22:45:24
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22:45:24
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22:45:24
Resource
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
Resource
Loading: sounds/ambience/terrain/steppe_bird_10.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/steppe_coyote_00.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/steppe_coyote_01.wav
22:45:24
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Loading: sounds/ambience/terrain/steppe_coyote_02.wav
22:45:24
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Loading: sounds/ambience/terrain/steppe_coyote_03.wav
22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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22:45:24
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Loading: sounds/ambience/terrain/swamp_insect_05.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/swamp_mud_00.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/swamp_mud_01.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/swamp_mud_02.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/swamp_mud_03.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/swamp_mud_04.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_00.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_01.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_02.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_03.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_04.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_05.wav
22:45:24
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Loading: sounds/ambience/terrain/tundra_buzzard_06.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_07.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_08.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_09.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_10.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_11.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_buzzard_12.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_00.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_01.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_02.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_03.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_04.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_05.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_06.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_07.wav
22:45:24
Resource
Loading: sounds/ambience/terrain/tundra_wind_08.wav
22:45:24
SQ
Load campaign: autosave
22:45:25
Scene
Finished loading scene.
22:45:26
SQ
contract added: Hunting Beasts
22:45:26
SQ
contract added: Drive away bandits
22:45:26
SQ
contract added: Secure Cemetery
22:45:26
SQ
contract added: Armed Courier
22:45:26
SQ
contract added: Hunting Beasts
22:45:26
SQ
contract added: Armed Courier
22:45:26
SQ
contract added: Armed Courier
22:45:26
SQ
contract added: Hunting Beasts
22:45:26
SQ
contract added: Drive away bandits
22:45:26
SQ
contract added: Secure Cemetery
22:45:26
SQ
contract added: Armed Courier
22:45:26
SQ
contract added: Destroy Goblin Camp
22:45:26
SQ
contract added: Destroy Goblin Camp
22:45:26
SQ
contract activated: Patrol
22:45:26
Resource
Loading: music/worldmap_06.ogg
22:45:26
UI
WorldScreen::REGISTER
22:45:26
UI
WorldScreenTopbarOptionsModule::REGISTER
22:45:26
UI
WorldScreenTopbarDayTimeModule::REGISTER
22:45:27
UI
WorldScreenTopbarAssetsModule::REGISTER
22:45:27
UI
WorldScreenActiveContractPanelModule::REGISTER
22:45:27
UI
CombatDialogModule::REGISTER
22:45:27
UI
WorldEventScreen::REGISTER
22:45:27
UI
WorldTownScreen::REGISTER
22:45:27
UI
WorldTownScreenMainDialogModule::REGISTER
22:45:27
UI
WorldTownScreenHireDialogModule::REGISTER
22:45:27
UI
WorldTownScreenShopDialogModule::REGISTER
22:45:27
UI
WorldTownScreenTravelDialogModule::REGISTER
22:45:27
UI
WorldTownScreenBarberDialogModule::REGISTER
22:45:27
UI
WorldTownScreenTavernDialogModule::REGISTER
22:45:27
UI
WorldEventPopupScreen::REGISTER
22:45:27
UI
WorldRelationsScreen::REGISTER
22:45:27
UI
IngameMenuScreen::REGISTER
22:45:27
UI
MainMenuModule::REGISTER
22:45:27
UI
LoadCampaignMenuModule::REGISTER
22:45:27
UI
SaveCampaignMenuModule::REGISTER
22:45:27
UI
OptionsMenuModule::REGISTER
22:45:27
UI
OptionsMenuModuleVideoPanel::REGISTER
22:45:27
UI
OptionsMenuModuleAudioPanel::REGISTER
22:45:27
UI
OptionsMenuModuleControlsPanel::REGISTER
22:45:27
UI
OptionsMenuModuleGameplayPanel::REGISTER
22:45:27
UI
WorldGameFinishScreen::REGISTER
22:45:27
UI
WorldGameFinishScreenDialogModule::REGISTER
22:45:27
UI
CharacterScreen::REGISTER
22:45:27
UI
CharacterScreenLeftPanelModule::REGISTER
22:45:27
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
22:45:27
UI
CharacterScreenPaperdollModule::REGISTER
22:45:27
UI
CharacterScreenSkillsModule::REGISTER
22:45:27
UI
CharacterScreenStatsModule::REGISTER
22:45:27
UI
CharacterScreenRightPanelModule::REGISTER
22:45:27
UI
CharacterScreenRightPanelHeaderModule::REGISTER
22:45:27
UI
CharacterScreenInventoryListModule::REGISTER
22:45:27
UI
CharacterScreenPerksModule::REGISTER
22:45:27
UI
CharacterScreenBrothersListModule::REGISTER
22:45:27
UI
CharacterScreenBattleStartFooterModule::REGISTER
22:45:28
Resource
Unloading: music/title.ogg
22:45:30
SQ
Save campaign: autosave
22:45:32
Scene
Finished saving scene.
22:45:33
SQ
WorldState::onHide
22:45:33
UI
CharacterScreen::REGISTER
22:45:33
UI
CharacterScreenLeftPanelModule::REGISTER
22:45:33
UI
CharacterScreenLeftPanelHeaderModule::REGISTER
22:45:33
UI
CharacterScreenPaperdollModule::REGISTER
22:45:33
UI
CharacterScreenSkillsModule::REGISTER
22:45:33
UI
CharacterScreenStatsModule::REGISTER
22:45:33
UI
CharacterScreenRightPanelModule::REGISTER
22:45:33
UI
CharacterScreenRightPanelHeaderModule::REGISTER
22:45:33
UI
CharacterScreenInventoryListModule::REGISTER
22:45:33
UI
CharacterScreenPerksModule::REGISTER
22:45:33
UI
CharacterScreenBrothersListModule::REGISTER
22:45:33
UI
CharacterScreenBattleStartFooterModule::REGISTER
22:45:33
UI
TacticalFleeScreen::REGISTER
22:45:33
UI
IngameMenuScreen::REGISTER
22:45:33
UI
MainMenuModule::REGISTER
22:45:33
UI
LoadCampaignMenuModule::REGISTER
22:45:33
UI
SaveCampaignMenuModule::REGISTER
22:45:33
UI
OptionsMenuModule::REGISTER
22:45:33
UI
OptionsMenuModuleVideoPanel::REGISTER
22:45:33
UI
OptionsMenuModuleAudioPanel::REGISTER
22:45:33
UI
OptionsMenuModuleControlsPanel::REGISTER
22:45:33
UI
OptionsMenuModuleGameplayPanel::REGISTER
22:45:33
UI
TacticalCombatResultScreen::REGISTER
22:45:33
UI
TacticalCombatResultScreenStatisticsPanel::REGISTER
22:45:33
UI
TacticalCombatResultScreenLootPanel::REGISTER
22:45:33
UI
TacticalScreen::REGISTER
22:45:33
UI
TacticalScreenTurnSequenceBarModule::REGISTER
22:45:33
UI
TacticalScreenOrientationOverlayModule::REGISTER
22:45:33
UI
TacticalScreenTopbarEventLogModule::REGISTER
22:45:33
UI
TacticalScreenTopbarRoundInformationModule::REGISTER
22:45:33
UI
TacticalScreenTopbarOptionsModule::REGISTER
22:45:33
Resource
Loading: gfx/detail.png
22:45:33
Texture
Texture "gfx/detail.png" (ID: 21) took up approximately 5461kb in video memory.
22:45:33
Resource
Loading: gfx/object_0.png
22:45:33
Texture
Texture "gfx/object_0.png" (ID: 22) took up approximately 2730kb in video memory.
22:45:33
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/werewolf" at (20,10).
22:45:33
Resource
Loading: gfx/entity_4.png
22:45:33
Texture
Texture "gfx/entity_4.png" (ID: 23) took up approximately 682kb in video memory.
22:45:33
Resource
Loading: gfx/orientation_overlay.png
22:45:33
Texture
Texture "gfx/orientation_overlay.png" (ID: 24) took up approximately 512kb in video memory.
22:45:33
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/werewolf" at (22,4).
22:45:33
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/werewolf" at (21,5).
22:45:33
Resource
Loading: sounds/atmosphere/rain_02.wav
22:45:33
SQ
TACTICAL: STASH LOCKED: true
22:45:33
SQ
Turn started for Direwolf
22:45:33
SQ
*
22:45:33
SQ
* Direwolf: Starting turn.
22:45:33
SQ
INFO: Next round issued: 1
22:45:33
Resource
Started loading Resource Package "Temporary Tactical Resources".
22:45:33
Resource
Loading: sounds/combat/repel_hit_01.wav
22:45:33
Resource
Loading: sounds/combat/repel_hit_02.wav
22:45:33
Resource
Loading: sounds/combat/repel_hit_03.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_hurt_01.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_hurt_02.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_hurt_03.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_hurt_04.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_death_01.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_death_02.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_death_03.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_death_04.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_death_05.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_flee_01.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_flee_02.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_flee_03.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_flee_04.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_flee_05.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_flee_06.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_01.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_02.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_03.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_04.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_05.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_06.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_07.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_08.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_09.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_10.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_11.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_12.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_13.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_14.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_15.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_16.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_17.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_18.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_19.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_20.wav
22:45:33
Resource
Loading: sounds/enemies/werewolf_idle_21.wav
22:45:33
Resource
Loading: sounds/enemies/wolf_bite_01.wav
22:45:33
Resource
Loading: sounds/enemies/wolf_bite_02.wav
22:45:33
Resource
Loading: sounds/enemies/wolf_bite_03.wav
22:45:33
Resource
Loading: sounds/enemies/wolf_bite_04.wav
22:45:33
Resource
Loading: sounds/combat/werewolf_claw_hit_01.wav
22:45:33
Resource
Loading: sounds/combat/werewolf_claw_hit_02.wav
22:45:33
Resource
Loading: sounds/combat/werewolf_claw_hit_03.wav
22:45:33
Resource
Loading: music/beasts_01.ogg
22:45:34
SQ
defensive score: 0
22:45:34
SQ
defensive threshold: 30
22:45:34
SQ
-> Behaviors to pick from:
Engage.Melee (129.643)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
22:45:34
SQ
-> Behavior picked: Engage.Melee (129.643)
22:45:34
SQ
* Direwolf: Engaging to melee range with Valdemar the Derelict (visible), accepted_distance=0
22:45:35
SQ
* Direwolf: Reached engage destination
22:45:35
SQ
defensive score: 0
22:45:35
SQ
defensive threshold: 30
22:45:35
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
22:45:35
SQ
-> Behavior picked: Idle (1)
22:45:36
SQ
* Direwolf: Ending Turn with 2 of 12 AP left.
22:45:36
SQ
* ---------------------------------------------------
22:45:36
SQ
Turn started for Direwolf
22:45:36
SQ
*
22:45:36
SQ
* Direwolf: Starting turn.
22:45:36
SQ
defensive score: 0
22:45:36
SQ
defensive threshold: 30
22:45:36
SQ
-> Behaviors to pick from:
Engage.Melee (217.105)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
22:45:36
SQ
-> Behavior picked: Engage.Melee (217.105)
22:45:37
SQ
* Direwolf: Engaging to melee range with Valdemar the Derelict (visible), accepted_distance=0
22:45:37
Resource
Unloading: music/worldmap_06.ogg
22:45:38
SQ
* Direwolf: Reached engage destination
22:45:38
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
22:45:38
SQ
-> Behavior picked: Idle (1)
22:45:38
SQ
* Direwolf: Ending Turn with 0 of 12 AP left.
22:45:38
SQ
* ---------------------------------------------------
22:45:39
SQ
Turn started for Direwolf
22:45:39
SQ
*
22:45:39
SQ
* Direwolf: Starting turn.
22:45:39
SQ
-> Behaviors to pick from:
Engage.Melee (126.732)(*), Idle (1), Flee (0), BreakFree (0), Howl (0), Attack.Default (0), Retreat (0), Roam (0)
22:45:39
SQ
-> Behavior picked: Engage.Melee (126.732)
22:45:39
SQ
* Direwolf: Engaging to melee range with Wolfram the Courier (not visible), accepted_distance=0
22:45:41
SQ
* Direwolf: Reached engage destination
22:45:41
SQ
-> Behaviors to pick from:
Idle (1)(*), Flee (0), Retreat (0), Howl (0), Attack.Default (0), Roam (0), BreakFree (0), Engage.Melee (0)
22:45:41
SQ
-> Behavior picked: Idle (1)
22:45:41
SQ
* Direwolf: Ending Turn with 2 of 12 AP left.
22:45:41
SQ
* ---------------------------------------------------
22:45:41
SQ
Turn started for Wernhard
22:47:21
SQ
[Wernhard] executes skill [Aimed Shot] on target [Direwolf]
22:47:21
SQ
Wernhard uses skill Aimed Shot
22:47:23
SQ
Turn started for Magnus
22:47:25
SQ
Turn started for Bertwin
22:47:27
SQ
[Bertwin] executes skill [Impale] on target [Direwolf]
22:47:27
SQ
Bertwin uses skill Impale
22:47:27
SQ
Turn started for Valdemar the Derelict
22:47:29
SQ
[Valdemar the Derelict] executes skill [Thrust] on target [Direwolf]
22:47:29
SQ
Valdemar the Derelict uses skill Thrust
22:47:29
SQ
[Valdemar the Derelict] executes skill [Thrust] on target [Direwolf]
22:47:29
SQ
Valdemar the Derelict uses skill Thrust
22:47:29
SQ
Turn started for Reynhart
22:47:32
SQ
Turn started for Wolfram the Courier
22:47:36
Navigator
Can't find path - start and dest identical!
22:47:37
SQ
Turn started for Ulf
22:47:38
SQ
Turn started for Ulfert
22:47:39
SQ
Turn started for Olafur
22:47:40
SQ
Turn started for Thilmann
22:47:42
SQ
[Thilmann] executes skill [Shieldwall] on target [Thilmann]
22:47:42
SQ
Thilmann uses skill Shieldwall
22:47:46
SQ
[Wolfram the Courier] executes skill [Shieldwall] on target [Wolfram the Courier]
22:47:46
SQ
Wolfram the Courier uses skill Shieldwall
22:47:46
SQ
[Wolfram the Courier] executes skill [Riposte] on target [Wolfram the Courier]
22:47:46
SQ
Wolfram the Courier uses skill Riposte
22:47:46
UI
ERROR: Failed to query entity skills data for entity (13889). Reason: Invalid result.
22:47:49
SQ
[Ulf] executes skill [Shieldwall] on target [Ulf]
22:47:49
SQ
Ulf uses skill Shieldwall
22:47:50
SQ
[Ulfert] executes skill [Shieldwall] on target [Ulfert]
22:47:50
SQ
Ulfert uses skill Shieldwall
22:47:52
SQ
[Olafur] executes skill [Shieldwall] on target [Olafur]
22:47:52
SQ
Olafur uses skill Shieldwall
22:47:53
SQ
INFO: Next round issued: 2
22:47:53
SQ
Turn started for Direwolf
22:47:53
SQ
*
22:47:53
SQ
* Direwolf: Starting turn.
22:47:54
SQ
-> Behaviors to pick from:
Engage.Melee (214.793)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
22:47:54
SQ
-> Behavior picked: Engage.Melee (214.793)
22:47:54
SQ
* Direwolf: Engaging to melee range with Olafur (visible), accepted_distance=0
22:47:55
SQ
* Direwolf: Reached engage destination
22:47:55
SQ
-> Behaviors to pick from:
Attack.Default (64.9468)(*), Idle (1), Retreat (0), BreakFree (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0)
22:47:55
SQ
-> Behavior picked: Attack.Default (64.9468)
22:47:56
SQ
* Direwolf: Using Direwolf Bite against Olafur!
22:47:56
SQ
Direwolf uses skill Direwolf Bite
22:47:56
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), Roam (0), Howl (0), Flee (0), Engage.Melee (0), BreakFree (0), Attack.Default (0)
22:47:56
SQ
-> Behavior picked: Idle (1)
22:47:57
SQ
* Direwolf: Ending Turn with 2 of 12 AP left.
22:47:57
SQ
* ---------------------------------------------------
22:47:57
SQ
Turn started for Direwolf
22:47:57
SQ
*
22:47:57
SQ
* Direwolf: Starting turn.
22:47:57
SQ
-> Behaviors to pick from:
Engage.Melee (223.902)(*), Idle (1), Attack.Default (0), Roam (0), Retreat (0), BreakFree (0), Howl (0), Flee (0)
22:47:57
SQ
-> Behavior picked: Engage.Melee (223.902)
22:47:58
SQ
* Direwolf: Engaging to melee range with Wolfram the Courier (visible), accepted_distance=0
22:47:59
SQ
* Direwolf: Reached engage destination
22:47:59
SQ
-> Behaviors to pick from:
Attack.Default (65.0475)(*), Idle (1), Retreat (0), BreakFree (0), Howl (0), Flee (0), Roam (0), Engage.Melee (0)
22:47:59
SQ
-> Behavior picked: Attack.Default (65.0475)
22:48:00
SQ
* Direwolf: Using Direwolf Bite against Thilmann!
22:48:00
SQ
Direwolf uses skill Direwolf Bite
22:48:00
SQ
-> Behaviors to pick from:
Attack.Default (54.6475)(*), Idle (1), Howl (0), Flee (0), Retreat (0), Roam (0), Engage.Melee (0), BreakFree (0)
22:48:00
SQ
-> Behavior picked: Attack.Default (54.6475)
22:48:00
SQ
* Direwolf: Using Direwolf Bite against Thilmann!
22:48:00
SQ
Direwolf uses skill Direwolf Bite
22:48:01
SQ
-> Behaviors to pick from:
Idle (1)(*), Howl (0), Engage.Melee (0), Retreat (0), Roam (0), BreakFree (0), Flee (0), Attack.Default (0)
22:48:01
SQ
-> Behavior picked: Idle (1)
22:48:01
SQ
* Direwolf: Ending Turn with 0 of 12 AP left.
22:48:01
SQ
* ---------------------------------------------------
22:48:01
SQ
Turn started for Direwolf
22:48:01
SQ
*
22:48:01
SQ
* Direwolf: Starting turn.
22:48:02
SQ
-> Behaviors to pick from:
Attack.Default (104.22)(*), Idle (1), Retreat (0), BreakFree (0), Roam (0), Engage.Melee (0), Howl (0), Flee (0)
22:48:02
SQ
-> Behavior picked: Attack.Default (104.22)
22:48:02
SQ
* Direwolf: Using Direwolf Bite against Valdemar the Derelict!
22:48:02
SQ
Direwolf uses skill Direwolf Bite
22:48:02
SQ
-> Behaviors to pick from:
Attack.Default (89.2699)(*), Idle (1), Roam (0), Engage.Melee (0), Retreat (0), Howl (0), Flee (0), BreakFree (0)
22:48:02
SQ
-> Behavior picked: Attack.Default (89.2699)
22:48:03
SQ
* Direwolf: Using Direwolf Bite against Valdemar the Derelict!
22:48:03
SQ
Direwolf uses skill Direwolf Bite
22:48:03
SQ
-> Behaviors to pick from:
Attack.Default (101.945)(*), Idle (1), Retreat (0), Howl (0), Roam (0), Flee (0), BreakFree (0), Engage.Melee (0)
22:48:03
SQ
-> Behavior picked: Attack.Default (101.945)
22:48:04
SQ
* Direwolf: Using Direwolf Bite against Valdemar the Derelict!
22:48:04
SQ
Direwolf uses skill Direwolf Bite
22:48:04
SQ
-> Behaviors to pick from:
Idle (1)(*), Retreat (0), BreakFree (0), Roam (0), Flee (0), Engage.Melee (0), Howl (0), Attack.Default (0)
22:48:04
SQ
-> Behavior picked: Idle (1)
22:48:04
SQ
* Direwolf: Ending Turn with 0 of 12 AP left.
22:48:04
SQ
* ---------------------------------------------------
22:48:05
SQ
Turn started for Reynhart
22:48:06
SQ
[Reynhart] executes skill [Impale] on target [Direwolf]
22:48:06
SQ
Reynhart uses skill Impale
22:48:07
SQ
Turn started for Wernhard
22:48:11
SQ
[Wernhard] executes skill [Quick Shot] on target [Direwolf]
22:48:11
SQ
Wernhard uses skill Quick Shot
22:48:12
SQ
Turn started for Magnus
22:48:13
SQ
[Magnus] executes skill [Impale] on target [Direwolf]
22:48:13
SQ
Magnus uses skill Impale
22:48:15
SQ
Turn started for Bertwin
22:48:16
SQ
[Bertwin] executes skill [Impale] on target [Direwolf]
22:48:16
SQ
Bertwin uses skill Impale
22:48:18
SQ
Turn started for Valdemar the Derelict
22:48:19
SQ
[Valdemar the Derelict] executes skill [Thrust] on target [Direwolf]
22:48:19
SQ
Valdemar the Derelict uses skill Thrust
22:48:19
SQ
[Valdemar the Derelict] executes skill [Thrust] on target [Direwolf]
22:48:19
SQ
Valdemar the Derelict uses skill Thrust
22:48:19
SQ
Direwolf has died.
22:48:20
SQ
Turn started for Ulf
22:48:20
SQ
Skill [Shieldwall] removed from [Ulf].
22:48:23
SQ
[Ulf] executes skill [Slash] on target [Direwolf]
22:48:23
SQ
Ulf uses skill Slash
22:48:23
SQ
Turn started for Ulfert
22:48:23
SQ
Skill [Shieldwall] removed from [Ulfert].
22:48:25
SQ
[Ulfert] executes skill [Flail] on target [Direwolf]
22:48:25
SQ
Ulfert uses skill Flail
22:48:26
SQ
Turn started for Thilmann
22:48:26
SQ
Skill [Shieldwall] removed from [Thilmann].
22:48:27
SQ
[Thilmann] executes skill [Chop] on target [Direwolf]
22:48:27
SQ
Thilmann uses skill Chop
22:48:27
SQ
[Thilmann] executes skill [Chop] on target [Direwolf]
22:48:27
SQ
Thilmann uses skill Chop
22:48:28
SQ
Turn started for Olafur
22:48:28
SQ
Skill [Shieldwall] removed from [Olafur].
22:48:30
SQ
Turn started for Wolfram the Courier
22:48:30
SQ
Skill [Shieldwall] removed from [Wolfram the Courier].
22:48:30
SQ
Skill [Riposte] removed from [Wolfram the Courier].
22:48:31
SQ
[Wolfram the Courier] executes skill [Slash] on target [Direwolf]
22:48:31
SQ
Wolfram the Courier uses skill Slash
22:48:32
SQ
[Wolfram the Courier] executes skill [Slash] on target [Direwolf]
22:48:32
SQ
Wolfram the Courier uses skill Slash
22:48:32
SQ
Direwolf has died.
22:48:32
SQ
INFO: Next round issued: 3
22:48:32
SQ
Turn started for Direwolf
22:48:32
SQ
*
22:48:32
SQ
* Direwolf: Starting turn.
22:48:33
SQ
-> Behaviors to pick from:
Flee (9000)(*), Idle (1), Roam (0), BreakFree (0), Engage.Melee (0), Attack.Default (0), Howl (0), Retreat (0)
22:48:33
SQ
-> Behavior picked: Flee (9000)
22:48:33
SQ
* Direwolf: Fleeing.
22:48:33
SQ
Direwolf has died.
22:48:33
Resource
Unloading: gfx/orientation_overlay.png
22:48:33
Resource
Loading: music/victory_01.ogg
22:48:34
SQ
Turn started for Magnus
22:48:37
SQ
ScenarioState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
22:48:37
SQ
WorldState::onSiblingSentMessage(TacticalFromWorldState : AboutToFinish);
22:48:37
SQ
ScenarioState::onSiblingSentMessage(WorldState : FullyLoaded);
22:48:37
SQ
World::onCombatFinished
22:48:37
Resource
Unloading: music/victory_01.ogg
22:48:37
SQ
TacticalState::onFinish
22:48:37
Resource
Unloading: gfx/object_0.png
22:48:37
Resource
Unloading: gfx/detail.png
22:48:37
Resource
Unloading Resource Package "Temporary Tactical Resources".
22:48:37
Resource
Unloading: sounds/combat/repel_hit_01.wav
22:48:37
Resource
Unloading: sounds/combat/repel_hit_02.wav
22:48:37
Resource
Unloading: sounds/combat/repel_hit_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_hurt_01.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_hurt_02.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_hurt_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_hurt_04.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_01.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_02.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_04.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_death_05.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_01.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_02.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_04.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_05.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_flee_06.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_01.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_02.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_03.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_04.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_05.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_06.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_07.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_08.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_09.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_10.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_11.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_12.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_13.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_14.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_15.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_16.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_17.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_18.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_19.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_20.wav
22:48:37
Resource
Unloading: sounds/enemies/werewolf_idle_21.wav
22:48:37
Resource
Unloading: gfx/entity_4.png
22:48:37
Resource
Unloading: sounds/enemies/wolf_bite_01.wav
22:48:37
Resource
Unloading: sounds/enemies/wolf_bite_02.wav
22:48:37
Resource
Unloading: sounds/enemies/wolf_bite_03.wav
22:48:37
Resource
Unloading: sounds/enemies/wolf_bite_04.wav
22:48:37
Resource
Unloading: sounds/combat/werewolf_claw_hit_01.wav
22:48:37
Resource
Unloading: sounds/combat/werewolf_claw_hit_02.wav
22:48:37
Resource
Unloading: sounds/combat/werewolf_claw_hit_03.wav
22:48:37
Resource
Unloading: sounds/atmosphere/rain_02.wav
22:48:37
UI
IngameMenuScreen::UNREGISTER
22:48:37
UI
MainMenuModule::UNREGISTER
22:48:37
UI
LoadCampaignMenuModule::UNREGISTER
22:48:37
UI
SaveCampaignMenuModule::UNREGISTER
22:48:37
UI
OptionsMenuModule::UNREGISTER
22:48:37
UI
OptionsMenuModuleVideoPanel::UNREGISTER
22:48:37
UI
OptionsMenuModuleVideoPanel::UNREGISTER
22:48:37
UI
OptionsMenuModuleControlsPanel::UNREGISTER
22:48:37
UI
OptionsMenuModuleGameplayPanel::UNREGISTER
22:48:37
UI
TacticalFleeScreen::UNREGISTER
22:48:37
UI
CharacterScreen::UNREGISTER
22:48:37
UI
CharacterScreenLeftPanelModule::UNREGISTER
22:48:37
UI
CharacterScreenLeftPanelHeaderModule::UNREGISTER
22:48:37
UI
CharacterScreenPaperdollModule::UNREGISTER
22:48:37
UI
CharacterScreenSkillsModule::UNREGISTER
22:48:37
UI
CharacterScreenStatsModule::UNREGISTER
22:48:37
UI
CharacterScreenRightPanelModule::UNREGISTER
22:48:37
UI
CharacterScreenRightPanelHeaderModule::UNREGISTER
22:48:37
UI
CharacterScreenInventoryListModule::UNREGISTER
22:48:37
UI
CharacterScreenPerksModule::UNREGISTER
22:48:37
UI
CharacterScreenBrothersListModule::UNREGISTER
22:48:37
UI
CharacterScreenBattleStartFooterModule::UNREGISTER
22:48:37
UI
TacticalScreen::UNREGISTER
22:48:37
UI
TacticalScreenTurnSequenceBarModule::UNREGISTER
22:48:37
UI
TacticalScreenOrientationOverlayModule::UNREGISTER
22:48:37
UI
TacticalScreenTopbarEventLogModule::UNREGISTER
22:48:37
UI
TacticalScreenTopbarRoundInformationModule::UNREGISTER
22:48:37
UI
TacticalScreenTopbarOptionsModule::UNREGISTER
22:48:37
UI
TacticalCombatResultScreen::UNREGISTER
22:48:37
UI
TacticalCombatResultScreenStatisticsPanel::UNREGISTER
22:48:37
UI
TacticalCombatResultScreenLootPanel::UNREGISTER
22:48:37
Resource
Loading: music/worldmap_08.ogg
22:48:37
Resource
Unloading: music/beasts_01.ogg
22:48:49
SQ
Save campaign: Save 01
22:48:51
Scene
Finished saving scene.
22:48:55
SQ
Load campaign: Save 01
22:48:56
Scene
Finished loading scene.
22:48:57
SQ
contract added: Hunting Beasts
22:48:57
SQ
contract added: Drive away bandits
22:48:57
SQ
contract added: Secure Cemetery
22:48:57
SQ
contract added: Armed Courier
22:48:57
SQ
contract added: Hunting Beasts
22:48:57
SQ
contract added: Armed Courier
22:48:57
SQ
contract added: Armed Courier
22:48:57
SQ
contract added: Hunting Beasts
22:48:57
SQ
contract added: Drive away bandits
22:48:57
SQ
contract added: Secure Cemetery
22:48:57
SQ
contract added: Armed Courier
22:48:57
SQ
contract added: Destroy Goblin Camp
22:48:57
SQ
contract added: Destroy Goblin Camp
22:48:57
SQ
contract activated: Patrol
22:48:57
Resource
Loading: music/worldmap_09.ogg
22:48:59
Resource
Unloading: music/worldmap_08.ogg
22:50:00
Script
VM collected 1 object(s) and deleted them.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Fixed it a moment ago. You may have to restart Steam to get the update.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,949
Well the problem with cultists is that converted one don't get +5 to bravery and losing their original background.
PS. Not relevant any more since my little cult died by the hands of necromancer. The darkness is coming, indeed.
The stats of characters don't change anymore by being converted to cultists. However, once they're cultists, different events may trigger for them down the road which then may change their stats (e.g. the event increasing the cultist's resolve that RedScum posted a screenshot of).

rapsdjff Can you make it so that when zooming out on the world map, the brother's banner scales up in size like city flags do? That way we can track our bro's easily while looking at a big piece of the world.
Yes, I've put it on the list.
Since I've got your attention: a confirmation that a quicksave has occurred would be nice too. Right now, we don't get any feedback when we hit F5, just the game freezing for a few seconds.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,531
Well the problem with cultists is that converted one don't get +5 to bravery and losing their original background.
PS. Not relevant any more since my little cult died by the hands of necromancer. The darkness is coming, indeed.
The stats of characters don't change anymore by being converted to cultists. However, once they're cultists, different events may trigger for them down the road which then may change their stats (e.g. the event increasing the cultist's resolve that RedScum posted a screenshot of).

rapsdjff Can you make it so that when zooming out on the world map, the brother's banner scales up in size like city flags do? That way we can track our bro's easily while looking at a big piece of the world.
Yes, I've put it on the list.
Since I've got your attention: a confirmation that a quicksave has occurred would be nice too. Right now, we don't get any feedback when we hit F5, just the game freezing for a few seconds.
Yeah, something along the lines of a pop up saying "You just saved your game, you pussy!".
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
How cool would it be if there were companions you could find by walking on certain terrain tiles for long periods of time? Maybe there would be a special event battle where you have to save them to get them.
 

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,511
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
When it comes to Direwolves, the new patch changed a lot more than just "new visuals". The bite is a lot worse than the scratch; they are a lot more dangerous now.
 

Kuattro

Augur
Joined
Jun 4, 2015
Messages
401
Location
La Font del Gat
Okay, I feel ready to upgrade to the supporter edition, because this feels like it is really "it". Three games I've bought on EA, and only this one hasn't made me wish to invent a time machine, go back and cut my own hands before I do.

But since we have a developer around... could I get a guarantee that you will NEVER listen to the whiners on the steam forums and add the ability to own a castle (making a more "permanent" camp is ok with me, but NO CASTLES, we are dogs of war not fucking lords), and that you will NEVER add horses to mount?

I know, I know, I'm demanding. Well, it's my money isn't it? And I've already played Mount & Blade.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Since I've got your attention: a confirmation that a quicksave has occurred would be nice too. Right now, we don't get any feedback when we hit F5, just the game freezing for a few seconds.
Good Point.

When it comes to Direwolves, the new patch changed a lot more than just "new visuals". The bite is a lot worse than the scratch; they are a lot more dangerous now.
Actually, they're the exact same stat-wise. Dressing it as a bite attack just felt a lot more fitting for what essentially are oversized rabid wolves now.

Okay, I feel ready to upgrade to the supporter edition, because this feels like it is really "it". Three games I've bought on EA, and only this one hasn't made me wish to invent a time machine, go back and cut my own hands before I do.

But since we have a developer around... could I get a guarantee that you will NEVER listen to the whiners on the steam forums and add the ability to own a castle (making a more "permanent" camp is ok with me, but NO CASTLES, we are dogs of war not fucking lords), and that you will NEVER add horses to mount?

I know, I know, I'm demanding. Well, it's my money isn't it? And I've already played Mount & Blade.
Well, I can guarantee that Battle Brothers will always be fundamentally about managing a mercenary company of regular human beings fighting in a low power fantasy world. Even if we get the chance to do DLC after release, this is the gameplay we'll expand on. It'll never be about managing a noble house or castle, building a trade empire or controlling wizards. It's not that these aren't interesting concepts, but they're outside the scope of what Battle Brothers is. Thank you for supporting us in developing this game :)
 

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,511
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
When it comes to Direwolves, the new patch changed a lot more than just "new visuals". The bite is a lot worse than the scratch; they are a lot more dangerous now.
Actually, they're the exact same stat-wise. Dressing it as a bite attack just felt a lot more fitting for what essentially are oversized rabid wolves now.

I can't go back to the old version, but I find that hard to believe. The number of attacks they make seems different now, too. Yet, maybe I'm mistaken, and they just tore through me because I was filling the ranks with lvl1, poorly armed brothers. I'll pay attention next battle and see how it goes.
 
Last edited:

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
869
Steve gets a Kidney but I don't even get a tag.
They seem the same to me, they do 3 attacks. I think they have a variant of the berserk perk, so if they start killing your low level guys it gets out of hand very fast.
 

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