Initialize engine version: 4.3.1f1 (cebd4d9b5122) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: Intel(R) HD Graphics 4000 (ID=0x166) Vendor: Intel VRAM: 128 MB Begin MonoManager ReloadAssembly Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.dll (this message is harmless) Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.West.dll (this message is harmless) Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-Boo.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-Boo.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\xmldiffpatch.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\xmldiffpatch.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\XmlDiffPatch.View.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\XmlDiffPatch.View.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.CJK.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.CJK.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.MidEast.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.MidEast.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.Other.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.Other.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.Rare.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.Rare.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.West.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\I18N.West.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Ionic.Zip.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Ionic.Zip.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\DecalSystem.Runtime.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\DecalSystem.Runtime.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\SteamworksManaged.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\SteamworksManaged.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\DSA_Model.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\DSA_Model.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Jurassic.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Jurassic.dll into Unity Child Domain Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\KGFUtils.Settings.dll (this message is harmless) Loading C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\KGFUtils.Settings.dll into Unity Child Domain - Completed reload, in 0.080 seconds desktop: 1600x900 60Hz; virtual: 1600x900 at 0,0 Initializing input. XInput1_3.dll not found. Input initialized. Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\System.Xml.dll (this message is harmless) Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\System.dll (this message is harmless) Unsupported: Hidden/TerrainEngine/Splatmap/Lightmap-AddPass LocaSetup: Making Pre-Choice from Usersettings: de (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/.\C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/.\C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/libC:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/.\libC:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/libC:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/.\C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/.\C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/libC:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/.\libC:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll Fallback handler could not load library C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Mono/libC:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll Could not load a dll file. Make sure that the steam_api.dll/libsteam_api.dylib file is placed at the correct location. See the documentation for more info. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Steamworks Init failed: Could not load a dll file. Make sure that the steam_api.dll/libsteam_api.dylib file is placed at the correct location. See the documentation for more info. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loca: current Language from globalchosenlanguage de (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading Loca de.xml (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Finished loading content info. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) DLC: 0, Usermod: 0, Loaded 0 packages for DLC Loaded 0 packages for Usermod (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: CraftyLocalizationLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/de.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\Boo.Lang.dll (this message is harmless) Skipping to mainmenu (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) UnloadTime: 30.052370 ms Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 645 unused Assets to reduce memory usage. Loaded Objects now: 2408. Total: 17.881737 ms (FindLiveObjects: 0.117237 ms CreateObjectMapping: 0.069869 ms MarkObjects: 3.488714 ms DeleteObjects: 13.700253 ms) Platform assembly: C:\spiele\Das Schwarze Auge - Schicksalsklinge\schick_Data\Managed\UnityScript.Lang.dll (this message is harmless) Updating Scrollsize of areaScrolllist: Center: (152.0, -3046.0, -0.5), Extents: (152.0, 3046.0, 0.5) compared to (115.0, -175.0, 230.0, 350.0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) UnloadTime: 2.152913 ms Could not load a dll file. Make sure that the steam_api.dll/libsteam_api.dylib file is placed at the correct location. See the documentation for more info. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Plugins/SteamworksNative.dll (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Steamworks Init failed: Could not load a dll file. Make sure that the steam_api.dll/libsteam_api.dylib file is placed at the correct location. See the documentation for more info. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.Initialize() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initializing Music Music (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) nothing 'to start with' (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 139 unused Assets to reduce memory usage. Loaded Objects now: 8607. Total: 9.984956 ms (FindLiveObjects: 0.394345 ms CreateObjectMapping: 0.155527 ms MarkObjects: 5.225177 ms DeleteObjects: 3.691611 ms) STARTUP MCP VERSION Version 1.32xmas, 131224-1245 CE (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading Loca de.xml (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: CraftyLocalizationLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/de.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loca: current Language from globalchosenlanguage de (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.SkillDefinitionLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/skills.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 50 Skills and 59 Spells (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.DurableEffectLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/effects.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 122 effects (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.NPCDefinitionLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/monster.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 83 Monsters (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Item Image missing with: , dukaten, geldsack, for settings type: Core (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.ItemDefinitionLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/items2b.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 286 items (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read Magic Ritual magic_staffmagic with blockeffect staffmagicretry and 3 levels (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.CharacterClassLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/classdefinition.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: GeneralDialogLoader+GeneralDialogPartnerLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/de_dlgpartner.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: GeneralDialogLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/de_dlgtext.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 266 Dialog Partners and 2586 Dialog Texts (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.QuestDefinitionLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/quests.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 29 Quests (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.TraderDataLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/sortiments.xml, loadversion = 0) Skipping node from townNodes because name == null or empty. Most likely the market_all node. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: RandomDialogLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/de_dlgrandom.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 5 random areas, 25 random requests and 45 random responses (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) read 6 companions (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 20 opening days. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TownSettings: Loaded 52 Towninfos (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.GlobalSettingsLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/globalsettings.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Num Alchemy Recipes = 13 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Num Companions = 6 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Num Opening Days = 20 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Not applying any FrameLimit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.GlobalFightLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/globalfights.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 135 GlobalFights (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.WonderDefinitionLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/wonder.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 13 Wonders. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.TravelRouteLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/travelroutes.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loaded 104 Travel Routes (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.DungeondefinitionLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/dungeon.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Read 15 dungeons (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.TravelRouteEventsLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/routeevents.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loaded 170 Travel Route events (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: DSA.Model.BuildingEventLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/buildingevents.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading Game Coroutine starting (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) CharImgRepo True, maxframes 989, Log: Loaded 54 CharImages successfully (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading LGC savefile C:/Users/Ich/Documents/BladeofDestiny/save/Kampfbug suchen1 crash.dsa1save (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading File C:/Users/Ich/Documents/BladeofDestiny/save/Kampfbug suchen1 crash.dsa1save (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loaded Weatherforecast for [DSATime ts 382.8484 = Windstag, 18. Praios (SOMMER) im Jahre 1009 BF Phexensstunde (20:21 Uhr)] season 2: WeatherForecast[ Clouds many Wind soft Rain light, Temp 11 - 27 = uwsValue 2 ] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) character Character G is unset, deactivating (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) UnloadTime: 0.632373 ms Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 211 unused Assets to reduce memory usage. Loaded Objects now: 11559. Total: 20.665840 ms (FindLiveObjects: 1.068167 ms CreateObjectMapping: 0.185922 ms MarkObjects: 18.781349 ms DeleteObjects: 0.230923 ms) MusicControl: now playing Heart of Atlantis (Full With Choir and Solo Voice) from List map, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController STOP SetMapView (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Travelling on Route clanegh-tyldon, distance 19, expected speed 1.125 MpH (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.GetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.SetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Set int stat 'STAT_LANDJOURNEY' with value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Incremented int stat 'STAT_LANDJOURNEY' to value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.GetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Got int stat 'STAT_LANDJOURNEY' with value '0'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController GO beginJourney (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Weatherforecast for 383.0009 season 2 area general: WeatherForecast[ Clouds many Wind soft Rain none, Temp 12 - 21 = uwsValue 11 ] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) JOURNEY: Doing Random Check (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TravelRoute: No 'Any' Events found (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) JOURNEY: Available Random encounter number: 11: Der Info-Barde reise21_orkueberfall reise23_orkueberfall2 ehrlicher_joerg reise60_huette einealte wegelagerer Reise_Dickicht_verirren_forest reise2_auerochse_forest reise6_hirsch reise7_karene_forest JOURNEY: Random encounter at: 383.7382 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController STOP travel stopped event (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Journey stopped, camp_suggest, perc 30.56778, cspeed 0.40625 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Trying to activate inside Scene rest_nature (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading inside Scene rest_nature (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Unsupported: Hidden/TerrainEngine/Splatmap/Lightmap-AddPass No UICamera found (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Journey is [Journey: maptext_rt_forest, Pos 30.56%, Dir -1, moving False, route clanegh-tyldon], breakreason is camp_suggest (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Entering Camp with onenterscript function OnGuard(){} function OnSleep(){} function OnLeave(){} (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Ancestors Legacy (With Choir and Solo Voice) from List rest, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Successfully found food, restskill is 0 Current total party hunger 142 Ration Hungermod is -20 Total Hunger 142 > 20, sating partly Sating [PlayerChar 'Berthold'] CHunger 23, HungerLeft 20 Modification -4 Sating [PlayerChar 'Fireno'] CHunger 23, HungerLeft 16 Modification -4 Sating [PlayerChar 'Frija'] CHunger 23, HungerLeft 12 Modification -4 Sating [PlayerChar 'Robinius'] CHunger 23, HungerLeft 8 Modification -4 Sating [PlayerChar 'Tim'] CHunger 23, HungerLeft 4 Modification -4 Sating [PlayerChar 'Luna'] CHunger 27, HungerLeft 0 Modification 0 Remaining Ration value 0 not enough to make a full ration with 20 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Saving to C:/Users/Ich/Documents/BladeofDestiny/save/camp.dsa1save (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Choosing random fight with prefix: camp_road (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initializing Battle camp_road_6 in Scene wegkampf_rast3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.GetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.SetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Set int stat 'STAT_AIBATTLES' with value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Incremented int stat 'STAT_AIBATTLES' to value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown character iscombat False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Current Board contains: (0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (0/12) (0/13) (0/14) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (1/12) (1/13) (1/14) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (2/12) (2/13) (2/14) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (3/12) (3/13) (3/14) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (4/12) (4/13) (4/14) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (5/12) (5/13) (5/14) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (6/12) (6/13) (6/14) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (7/12) (7/13) (7/14) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (8/12) (8/13) (8/14) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (9/12) (9/13) (9/14) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (10/12) (10/13) (10/14) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (11/12) (11/13) (11/14) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (12/12) (12/13) (12/14) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (13/12) (13/13) (13/14) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (14/12) (14/13) (14/14) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Berthold: [BCAData: MT1 / WT-1 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_L, barbarian_cloth_03, barbarian_belt] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Berthold: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Fireno: [BCAData: MT1 / WT-1 / elf_male_01, elf_helmet_04, elf_boot, elf_body, elf_arm_fur] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass aexte (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Robinius: [BCAData: MT3 / WT-1 / Wizards_rgl, Wizards_head_03, Wizards_hair_ponnytail, Wizards_rgl_cloth] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Robinius: found dispclass zauberstaebe (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Tim: [BCAData: MT1 / WT-1 / Wizards_rgl, Wizards_head_03, Wizards_hair_ponnytail, Wizards_rgl_cloth] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Harpyie(battle/HARPY): schwerter count is zero, falling back to hiebwaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Harpyie(battle/HARPY), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Harpyie(battle/HARPY): (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Harpyie(battle/HARPY), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Harpyie(battle/HARPY): speere count is zero, falling back to zauberstaebe zauberstaebe count is zero, falling back to schwerter schwerter count is zero, falling back to hiebwaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Harpyie(battle/HARPY), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Tim on Position 1Adding Char Harpyie on Position 2Adding Char Robinius on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Eternal Enigma (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown combat iscombat True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Fireno, cAE current 27, original cost 6, effective cost 16, delta -10 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect blueball(Clone) in 3.834058s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.GetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.SetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Set int stat 'STAT_AIBATTLES' with value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Incremented int stat 'STAT_AIBATTLES' to value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing The Call For Titans (Percussion Mix 60-secs) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown combat iscombat True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell geisterrufen doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Tim, cAE current 43, original cost 9, effective cost 9, delta 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.GetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.SetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Set int stat 'STAT_SUMMONGHOST' with value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Incremented int stat 'STAT_SUMMONGHOST' to value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Geist(battle/ghost): schwerter count is zero, falling back to hiebwaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Geist(battle/ghost), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit spawn (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Geist canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Geist on Position 0Adding Char Harpyie on Position 1Adding Char Robinius on Position 2Adding Char Luna on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 6 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Geist in state current following path from (8/9) to (3/9), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 9, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (0/12) cost is 12 Calculating cost to destination (1/11) cost is 10 Calculating cost to destination (2/12) cost is 10 Calculating cost to destination (1/13) cost is 12 Calculating cost to destination (1/9) cost is 10 Calculating cost to destination (3/9) cost is 6 Calculating cost to destination (2/10) cost is 8 Calculating cost to destination (1/8) cost is 11 Calculating cost to destination (2/7) cost is 9 Calculating cost to destination (3/8) cost is 7 found 10 valid attack positions, closest at (3/9) (dist: 6), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 9, current BP 2 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, not enough BP, waiting --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Harpyie in state current following path from (3/8) to (3/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 8, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (8/8) cost is 8 Calculating cost to destination (9/7) cost is 8 Calculating cost to destination (10/8) cost is 10 Calculating cost to destination (9/9) cost is 8 Calculating cost to destination (6/8) cost is 4 Calculating cost to destination (7/7) cost is 6 Calculating cost to destination (8/8) cost is 8 Calculating cost to destination (7/9) cost is 6 Calculating cost to destination (10/8) cost is 10 Calculating cost to destination (11/7) cost is 10 Calculating cost to destination (12/8) cost is 12 Calculating cost to destination (11/9) cost is 12 Calculating cost to destination (6/12) cost is 8 Calculating cost to destination (7/11) cost is 8 Calculating cost to destination (8/12) cost is 10 Calculating cost to destination (7/13) cost is 10 Calculating cost to destination (9/9) cost is 8 Calculating cost to destination (10/8) cost is 10 Calculating cost to destination (11/9) cost is 12 Calculating cost to destination (10/10) cost is 10 Calculating cost to destination (10/12) cost is 12 Calculating cost to destination (11/11) cost is 12 Calculating cost to destination (12/12) cost is 14 Calculating cost to destination (11/13) cost is 14 Calculating cost to destination (3/8) cost is 1 Calculating cost to destination (4/9) cost is 3 Calculating cost to destination (3/10) cost is 5 found 27 valid attack positions, closest at (3/8) (dist: 1), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 8, current BP 14 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Geist is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing For the Honor (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown combat iscombat True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell radau needs settings (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell radau needs settings (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Luna, cAE current 48, original cost 8, effective cost 11, delta -3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Hexenbesen(battle/broom): aexte count is zero, falling back to hiebwaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Hexenbesen(battle/broom), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit spawn (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Hexenbesen canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Hexenbesen on Position 0Adding Char Harpyie on Position 1Adding Char Harpyie on Position 2Adding Char Berthold on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 8 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Hexenbesen in state current following path from (9/11) to (2/12), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Hexenbesen ID 10, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (0/12) cost is 11 Calculating cost to destination (1/11) cost is 9 Calculating cost to destination (2/12) cost is 9 Calculating cost to destination (1/13) cost is 11 Calculating cost to destination (1/9) cost is 11 Calculating cost to destination (2/8) cost is 13 Calculating cost to destination (2/10) cost is 9 Calculating cost to destination (2/8) cost is 13 Calculating cost to destination (3/7) cost is 11 Calculating cost to destination (4/8) cost is 9 found 10 valid attack positions, closest at (2/12) (dist: 9), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Hexenbesen ID 10, current BP 1 Grounded check passed Too few BP to do anything useful, waiting for next turn --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Hexenbesen from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 7, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Geist is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Hexenbesen is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 4 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state none following path from (8/8) to (5/7), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 4 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Frija in state current following path from (10/8) to (7/7), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Geist on Position 0Adding Char Hexenbesen on Position 1Adding Char Fireno on Position 2Adding Char Harpyie on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 9, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Hexenbesen canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Hexenbesen ID 10, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Hexenbesen from queue Checking Fireno canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Fireno, cAE current 16, original cost 6, effective cost 11, delta -5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect blueball(Clone) in 3.123052s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 8, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Geist is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Hexenbesen is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hitDie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 7, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Geist is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock hitDie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hitDie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Handling Death of Character Geist (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Tim on Position 0Adding Char Frija on Position 1Adding Char Robinius on Position 2Adding Char Berthold on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Barbarian Horde (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown combat iscombat True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell geisterrufen doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Tim, cAE current 34, original cost 9, effective cost 9, delta 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.GetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.SetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Set int stat 'STAT_SUMMONGHOST' with value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Incremented int stat 'STAT_SUMMONGHOST' to value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Geist(battle/ghost): schwerter count is zero, falling back to hiebwaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Geist(battle/ghost), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit spawn (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Geist canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Geist on Position 0Adding Char Frija on Position 1Adding Char Robinius on Position 2Adding Char Berthold on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 6 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Geist in state current following path from (8/8) to (3/9), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (0/12) cost is 13 Calculating cost to destination (1/11) cost is 11 Calculating cost to destination (1/13) cost is 13 Calculating cost to destination (1/9) cost is 11 Calculating cost to destination (2/8) cost is 11 Calculating cost to destination (3/9) cost is 7 Calculating cost to destination (2/10) cost is 9 Calculating cost to destination (2/8) cost is 11 Calculating cost to destination (3/7) cost is 9 Calculating cost to destination (4/8) cost is 7 Calculating cost to destination (3/9) cost is 7 found 11 valid attack positions, closest at (3/9) (dist: 7), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 1 Grounded check passed Too few BP to do anything useful, waiting for next turn --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 4 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Frija in state none following path from (6/7) to (3/6), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Robinius, cAE current 35, original cost 6, effective cost 15, delta -9 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect blueball(Clone) in 4.267874s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hitDie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for dead of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Handling Death of Character Harpyie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Berthold on Position 0Adding Char Luna on Position 1Clearing 2Clearing 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Eternal Enigma (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (4/7) to (2/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (1/8) to (1/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Found 1 viable containers (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer) Autoequip container et_weapon (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) got a container: et_weapon (CraftyDDContainer) returnaction is movenormal Container found, parent this object to the container Moving item Updating screen in 0.5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown combat iscombat True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (10/12) to (9/13), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Harpyie on Position 2Adding Char Fireno on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Hexenbesen ID 10, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Hexenbesen from queue Checking Geist canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Hexenbesen is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Fireno canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Fireno in state current following path from (6/8) to (6/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Tim in state none following path from (9/9) to (5/9), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 7, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Geist is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Frija in state current following path from (3/7) to (2/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (1/9) to (1/9), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (8/13) to (7/13), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 4.315243s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Geist on Position 0Adding Char Hexenbesen on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Hexenbesen canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Hexenbesen ID 10, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Hexenbesen from queue Checking Fireno canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Fireno in state current following path from (6/9) to (6/10), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Fireno in state current following path from (5/11) to (5/11), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Vitae Superbiam (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Hexenbesen is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state none following path from (6/13) to (5/13), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 3.008686s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 7, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Clash Of Empires (Percussion Mix 60-secs) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Robinius in state current following path from (6/12) to (5/12), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Robinius, cAE current 27, original cost 6, effective cost 9, delta -3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect blueball(Clone) in 3.28493s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Hexenbesen on Position 0Adding Char Fireno on Position 1Adding Char Geist on Position 2Adding Char Tim on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Hexenbesen ID 10, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing For the Honor (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Hexenbesen from queue Checking Fireno canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Fireno, cAE current 0, original cost 6, effective cost 13, delta -7 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect blueball(Clone) in 2.924501s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hitDie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for dead of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Geist canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Handling Death of Character Harpyie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Geist on Position 0Adding Char Tim on Position 1Adding Char Frija on Position 2Adding Char Robinius on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Geist in state current following path from (2/10) to (1/11), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (0/12) cost is 6 Calculating cost to destination (1/11) cost is 4 Calculating cost to destination (1/13) cost is 6 found 3 valid attack positions, closest at (1/11) (dist: 4), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 4 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 4 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Frija in state current following path from (2/9) to (3/12), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Hexenbesen is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state none following path from (4/14) to (4/14), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.370744s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (1/10) to (0/12), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Hexenbesen on Position 1Adding Char Geist on Position 2Adding Char Harpyie on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Fireno in state none following path from (4/10) to (4/10), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Hexenbesen canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Hexenbesen ID 10, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Hexenbesen from queue Checking Geist canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Clash Of Empires (Percussion Mix 60-secs) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.69068s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Frija in state current following path from (2/13) to (1/13), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Vitae Superbiam (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Hexenbesen ID 10, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Hexenbesen from queue Checking Geist canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Fireno canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.307924s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Robinius in state none following path from (4/12) to (4/12), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing When Heroes Return (Percussion Mix 2) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExpHexenbesen: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 6, current round 8, so 7 < 8 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExp Hexenbesen: Adding followup-Effect for conjuredcreature_borrowedtime: conjuredcreature_die (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Geist on Position 0Adding Char Fireno on Position 1Adding Char Frija on Position 2Adding Char Harpyie on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Fireno canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.630929s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to find a path to (2/12), returning false (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Eternal Enigma (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Geist on Position 1Adding Char Harpyie on Position 2Adding Char Tim on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Geist canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Geist ID 11, current BP 8 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Harpyie is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Geist from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.686548s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExpHexenbesen: Removing battle effect conjuredcreature_die, started in battleround 8, duration 1, current round 10, so 9 < 10 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExp Hexenbesen: Removing durable effect conjuredcreature_die (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 2, duration 7, current round 10, so 9 < 10 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExp Geist: Adding followup-Effect for conjuredcreature_borrowedtime: conjuredcreature_die (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Harpyie on Position 1Adding Char Luna on Position 2Adding Char Robinius on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.484724s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Dark Angels (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Harpyie on Position 1Adding Char Tim on Position 2Adding Char Robinius on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Robinius in state none following path from (4/11) to (3/10), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing For the Honor (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.683462s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExpGeist: Removing battle effect conjuredcreature_die, started in battleround 10, duration 1, current round 12, so 11 < 12 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExp Geist: Removing durable effect conjuredcreature_die (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Harpyie on Position 1Adding Char Frija on Position 2Adding Char Tim on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.694274s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Harpyie on Position 1Adding Char Frija on Position 2Adding Char Luna on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping because of low cLE: 4 <= 5 Calculating cost to destination (0/5) unreachable Calculating cost to destination (0/4) unreachable Calculating cost to destination (0/3) unreachable Calculating cost to destination (14/14) unreachable Calculating cost to destination (13/14) unreachable Calculating cost to destination (12/14) unreachable No route to escape, need to fight choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect arrow(Clone) in 2.667551s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Vitae Superbiam (Percussion Mix) from List battle, target volume 0.04 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Tim on Position 0Adding Char Harpyie on Position 1Adding Char Fireno on Position 2Adding Char Frija on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Harpyie canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Harpyie ID 6, current BP 15 Grounded check passed CanDoSomething check passed Escaping because of low cLE: 4 <= 5 Calculating cost to destination (0/5) unreachable Calculating cost to destination (0/4) unreachable Calculating cost to destination (0/3) unreachable Calculating cost to destination (14/14) unreachable Calculating cost to destination (13/14) unreachable Calculating cost to destination (12/14) unreachable No route to escape, need to fight choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Harpyie from queue Checking Fireno canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Harpyie) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Spell fulminictus doesn't need settings, 0 - 0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MagicSkill execute _caster Robinius, cAE current 16, original cost 6, effective cost 11, delta -5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying ProjectileEffect blueball(Clone) in 2.622507s (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hitDie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for dead of NPC Harpyie(battle/HARPY) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Handling Death of Character Harpyie (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Luna on Position 0Adding Char Berthold on Position 1Clearing 2Clearing 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Playing Victory Jingle (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Closing Battle (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Currentcontrol is NOT null, reactivating (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying Battle (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Window MessageboxCtrl is NOT topmost, removing from stack anyways! (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Finalizing Battle (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) CurrentControl is NOT null, using executePostBattleScript (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Journey is [Journey: maptext_rt_forest, Pos 30.56%, Dir -1, moving False, route clanegh-tyldon], breakreason is camp_suggest (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.IsAchievementUnlocked() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No UICamera found (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Heart of Atlantis (Full With Choir and Solo Voice) from List map, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController GO startMoving (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController STOP travel stopped event (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Journey stopped, camp_force, perc 9.131914, cspeed 0.8125 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Trying to activate inside Scene rest_nature (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No UICamera found (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Entering Camp with onenterscript function OnGuard(){} function OnSleep(){} function OnLeave(){} (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Ancestors Legacy (With Choir and Solo Voice) from List rest, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Saving to C:/Users/Ich/Documents/BladeofDestiny/save/camp.dsa1save (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Choosing random fight with prefix: camp_road (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initializing Battle camp_road_3 in Scene wegkampf_rast2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown character iscombat False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Current Board contains: (0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (0/12) (0/13) (0/14) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (1/12) (1/13) (1/14) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (2/12) (2/13) (2/14) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (3/12) (3/13) (3/14) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (4/12) (4/13) (4/14) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (5/12) (5/13) (5/14) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (6/12) (6/13) (6/14) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (7/12) (7/13) (7/14) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (8/12) (8/13) (8/14) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (9/12) (9/13) (9/14) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (10/12) (10/13) (10/14) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (11/12) (11/13) (11/14) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (12/12) (12/13) (12/14) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (13/12) (13/13) (13/14) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (14/12) (14/13) (14/14) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Berthold: [BCAData: MT1 / WT-1 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_L, barbarian_cloth_03, barbarian_belt] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Berthold: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Fireno: [BCAData: MT1 / WT-1 / elf_male_01, elf_helmet_04, elf_boot, elf_body, elf_arm_fur] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass aexte (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Robinius: [BCAData: MT3 / WT-1 / Wizards_rgl, Wizards_head_03, Wizards_hair_ponnytail, Wizards_rgl_cloth] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Robinius: found dispclass zauberstaebe (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Tim: [BCAData: MT1 / WT-1 / Wizards_rgl, Wizards_head_03, Wizards_hair_ponnytail, Wizards_rgl_cloth] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Luna: [BCAData: MT2 / WT2 / Wizards_hood, elf_quiver] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Luna: found dispclass schusswaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Steppenhund(battle/wolf): schwerter count is zero, falling back to hiebwaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Steppenhund(battle/wolf), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Steppenhund(battle/wolf): stichwaffen count is zero, falling back to schwerter schwerter count is zero, falling back to hiebwaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Steppenhund(battle/wolf), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for NPC Steppenhund(battle/wolf): speere count is zero, falling back to zauberstaebe zauberstaebe count is zero, falling back to schwerter schwerter count is zero, falling back to hiebwaffen (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Failed to set Object of Class hiebwaffen on NPC Steppenhund(battle/wolf), objectrep list empty (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Tim on Position 1Adding Char Luna on Position 2Adding Char Frija on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Beware Of Gods (Percussion mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Fireno in state none following path from (6/8) to (6/6), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Fireno ID 1, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/2) cost is 12 Calculating cost to destination (2/1) cost is 12 Calculating cost to destination (3/2) cost is 10 Calculating cost to destination (2/3) cost is 10 Calculating cost to destination (3/4) cost is 8 Calculating cost to destination (4/3) cost is 8 Calculating cost to destination (5/4) cost is 6 Calculating cost to destination (4/5) cost is 6 Calculating cost to destination (4/6) cost is 7 Calculating cost to destination (5/5) cost is 5 Calculating cost to destination (6/6) cost is 3 Calculating cost to destination (5/7) cost is 3 found 12 valid attack positions, closest at (6/6) (dist: 3), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.GetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.SetStatInt() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Set int stat 'STAT_AIBATTLES' with value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.StoreStats() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Incremented int stat 'STAT_AIBATTLES' to value '1'. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Fireno ID 1, current BP 2 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, not enough BP, waiting --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Tim in state current following path from (6/9) to (5/7), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Tim ID 4, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class druid = boeserblick, zwingtanz, blitz, eisenrost chooseLOSTarget: got 3 viable Targets Found 2 Enemies with line of sight Top 1: Pos(5/6) / Dist4 / Targetid2: BattleCharacter(Steppenhund) Top 2: Pos(2/2) / Dist8 / Targetid0: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 5 Possible Spell boeserblick only has range of 1 Possible Spell zwingtanz has a base cost of 6AE, but cAE only is 34 Possible Spell blitz has a base cost of 4AE, but cAE only is 34 Possible Spell eisenrost only has range of 1 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Found 1 Enemies with line of sight Top 1: Pos(2/2) / Dist8 / Targetid0: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 9 Possible Spell boeserblick only has range of 1 Possible Spell zwingtanz only has range of 7 Possible Spell blitz only has range of 8 Possible Spell eisenrost only has range of 1 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/2) cost is 13 Calculating cost to destination (2/1) cost is 15 Calculating cost to destination (3/2) cost is 15 Calculating cost to destination (2/3) cost is 13 Calculating cost to destination (3/4) cost is 13 Calculating cost to destination (4/3) cost is 15 Calculating cost to destination (5/4) cost is 15 Calculating cost to destination (4/5) cost is 13 Calculating cost to destination (4/6) cost is 12 Calculating cost to destination (5/5) cost is 14 Calculating cost to destination (5/7) cost is 4 found 11 valid attack positions, closest at (5/7) (dist: 4), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Tim ID 4, current BP 1 Grounded check passed Too few BP to do anything useful, waiting for next turn --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets trying to Approach for LOS-Attack, origin (4/8) Maximum Distance for approach is 2 Checking position (4/9) viable, distance 1, count 0 Checking position (5/8) viable, distance 1, count 0 Checking position (3/8) viable, distance 1, count 0 Checking position (3/9) viable, distance 2, count 0 Checking position (4/10) viable, distance 2, count 0 Checking position (5/10) viable, distance 3, count 0 Checking position (3/10) viable, distance 3, count 0 Checking position (6/9) viable, distance 3, count 0 Checking position (6/8) viable, distance 2, count 1 Checking position (6/7) viable, distance 3, count 0 Checking position (2/8) viable, distance 2, count 0 Checking position (2/9) viable, distance 3, count 0 Checking position (4/11) viable, distance 3, count 0 Checking position (5/11) viable, distance 4, count 0 Checking position (3/11) viable, distance 4, count 0 Checking position (6/11) viable, distance 5, count 0 Checking position (6/10) viable, distance 4, count 0 Checking position (2/11) viable, distance 5, count 0 Checking position (7/10) viable, distance 5, count 1 Checking position (7/9) viable, distance 4, count 1 Checking position (7/8) viable, distance 3, count 1 Checking position (1/7) viable, distance 4, count 2 Checking position (1/8) viable, distance 3, count 1 Checking position (1/9) viable, distance 4, count 1 Checking position (1/10) viable, distance 5, count 1 Checking position (4/12) viable, distance 4, count 0 Checking position (5/12) viable, distance 5, count 0 Checking position (3/12) viable, distance 5, count 0 Checking position (2/12) viable, distance 6, count 0 Checking position (7/11) viable, distance 6, count 0 Checking position (8/10) viable, distance 6, count 1 Checking position (8/9) viable, distance 5, count 1 Checking position (8/8) viable, distance 4, count 0 Checking position (2/6) viable, distance 6, count 3 Checking position (1/6) viable, distance 5, count 3 Checking position (0/6) viable, distance 6, count 3 Checking position (0/7) viable, distance 5, count 2 Checking position (0/8) viable, distance 4, count 2 Checking position (0/9) viable, distance 5, count 1 Checking position (0/10) viable, distance 6, count 1 Checking position (4/13) viable, distance 5, count 0 Checking position (5/13) viable, distance 6, count 0 Checking position (3/13) viable, distance 6, count 0 Checking position (9/9) viable, distance 6, count 1 Checking position (9/8) viable, distance 5, count 0 found 18 viable fields Top 1: Pos(6/8) / Dist 2 / Targets 1 Top 2: Pos(0/6) / Dist 6 / Targets 3 Top 3: Pos(0/7) / Dist 5 / Targets 2 Top 4: Pos(2/6) / Dist 6 / Targets 3 Top 5: Pos(1/6) / Dist 5 / Targets 3 Top 6: Pos(0/10) / Dist 6 / Targets 1 Top 7: Pos(9/9) / Dist 6 / Targets 1 Top 8: Pos(0/8) / Dist 4 / Targets 2 Top 9: Pos(0/9) / Dist 5 / Targets 1 Top 10: Pos(8/9) / Dist 5 / Targets 1 found at least one field to move to (6/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (5/8) to (6/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (5/8) to (3/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 3 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (6/8) Maximum Distance for approach is 0 (BP left 3), no LOS-approaching Trying to choose and approach a melee target Calculating cost to destination (1/2) cost is 11 Calculating cost to destination (2/1) cost is 13 Calculating cost to destination (3/2) cost is 13 Calculating cost to destination (2/3) cost is 11 Calculating cost to destination (3/4) cost is 11 Calculating cost to destination (4/3) cost is 13 Calculating cost to destination (5/4) cost is 13 Calculating cost to destination (4/5) cost is 11 Calculating cost to destination (4/6) cost is 10 Calculating cost to destination (5/5) cost is 12 found 10 valid attack positions, closest at (4/6) (dist: 10), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Frija in state current following path from (4/9) to (2/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Frija ID 2, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/2) cost is 11 Calculating cost to destination (2/1) cost is 13 Calculating cost to destination (3/2) cost is 13 Calculating cost to destination (2/3) cost is 11 Calculating cost to destination (3/4) cost is 11 Calculating cost to destination (4/3) cost is 13 Calculating cost to destination (5/4) cost is 13 Calculating cost to destination (4/5) cost is 11 Calculating cost to destination (4/6) cost is 10 Calculating cost to destination (5/5) cost is 12 found 10 valid attack positions, closest at (4/6) (dist: 10), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Frija ID 2, current BP 1 Grounded check passed Too few BP to do anything useful, waiting for next turn --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Robinius in state current following path from (2/9) to (1/7), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Robinius ID 3, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class wizard = fulminictus, horriphobus, blitz, plumbumbarum, ignifaxius chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/2) cost is 9 Calculating cost to destination (2/1) cost is 11 Calculating cost to destination (3/2) cost is 11 Calculating cost to destination (2/3) cost is 9 Calculating cost to destination (3/4) cost is 9 Calculating cost to destination (4/3) cost is 11 Calculating cost to destination (5/4) cost is 11 Calculating cost to destination (4/5) cost is 9 Calculating cost to destination (4/6) cost is 8 Calculating cost to destination (5/5) cost is 10 found 10 valid attack positions, closest at (4/6) (dist: 8), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Robinius ID 3, current BP 1 Grounded check passed Too few BP to do anything useful, waiting for next turn --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 8, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (5/12) to (3/10), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Berthold ID 0, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/2) cost is 17 Calculating cost to destination (2/1) cost is 19 Calculating cost to destination (3/2) cost is 19 Calculating cost to destination (2/3) cost is 17 Calculating cost to destination (3/4) cost is 17 Calculating cost to destination (4/3) cost is 19 Calculating cost to destination (5/4) cost is 19 Calculating cost to destination (4/5) cost is 17 Calculating cost to destination (4/6) cost is 16 Calculating cost to destination (5/5) cost is 18 found 10 valid attack positions, closest at (4/6) (dist: 16), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Steppenhund in state current following path from (5/4) to (6/5), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 7, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (2/10) cost is 12 Calculating cost to destination (3/9) cost is 12 Calculating cost to destination (4/10) cost is 14 Calculating cost to destination (3/11) cost is 14 Calculating cost to destination (6/5) cost is 3 Calculating cost to destination (7/6) cost is 5 Calculating cost to destination (6/7) unreachable Calculating cost to destination (1/8) cost is 9 Calculating cost to destination (3/8) cost is 13 Calculating cost to destination (2/9) cost is 11 Calculating cost to destination (0/7) cost is 7 Calculating cost to destination (1/6) cost is 5 Calculating cost to destination (1/8) cost is 9 Calculating cost to destination (6/7) unreachable Calculating cost to destination (5/8) cost is 15 Calculating cost to destination (5/8) cost is 15 Calculating cost to destination (6/7) unreachable Calculating cost to destination (7/8) cost is 17 Calculating cost to destination (6/9) cost is 15 found 16 valid attack positions, closest at (6/5) (dist: 3), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 7, current BP 7 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 4 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Steppenhund in state current following path from (2/3) to (1/6), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 6, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (2/10) cost is 12 Calculating cost to destination (3/9) cost is 12 Calculating cost to destination (4/10) cost is 14 Calculating cost to destination (3/11) cost is 14 Calculating cost to destination (7/6) cost is 9 Calculating cost to destination (6/7) unreachable Calculating cost to destination (1/8) cost is 9 Calculating cost to destination (3/8) cost is 13 Calculating cost to destination (2/9) cost is 11 Calculating cost to destination (0/7) cost is 7 Calculating cost to destination (1/6) cost is 5 Calculating cost to destination (1/8) cost is 9 Calculating cost to destination (6/7) unreachable Calculating cost to destination (5/8) cost is 15 Calculating cost to destination (5/8) cost is 15 Calculating cost to destination (6/7) unreachable Calculating cost to destination (7/8) cost is 17 Calculating cost to destination (6/9) cost is 15 found 15 valid attack positions, closest at (1/6) (dist: 5), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 6, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Robinius is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Frija on Position 1Adding Char Robinius on Position 2Adding Char Luna on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Fireno ID 1, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Frija in state current following path from (1/8) to (0/6), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Frija ID 2, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (0/6) cost is 4 Calculating cost to destination (1/5) cost is 6 Calculating cost to destination (2/6) cost is 8 Calculating cost to destination (5/5) cost is 10 Calculating cost to destination (6/4) cost is 12 Calculating cost to destination (7/5) cost is 14 Calculating cost to destination (4/6) cost is 10 Calculating cost to destination (5/5) cost is 10 found 8 valid attack positions, closest at (0/6) (dist: 4), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Frija ID 2, current BP 1 Grounded check passed Too few BP to do anything useful, waiting for next turn --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Robinius ID 3, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class wizard = fulminictus, horriphobus, blitz, plumbumbarum, ignifaxius chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (6/8) Maximum Distance for approach is 2 Checking position (6/9) viable, distance 1, count 0 Checking position (7/9) viable, distance 2, count 0 Checking position (7/8) viable, distance 1, count 1 Checking position (6/7) viable, distance 1, count 0 Checking position (5/8) viable, distance 1, count 0 Checking position (5/9) viable, distance 2, count 0 Checking position (6/10) viable, distance 2, count 0 Checking position (7/10) viable, distance 3, count 0 Checking position (5/10) viable, distance 3, count 0 Checking position (8/10) viable, distance 4, count 1 Checking position (8/9) viable, distance 3, count 1 Checking position (8/8) viable, distance 2, count 0 Checking position (4/8) viable, distance 2, count 0 Checking position (4/9) viable, distance 3, count 0 Checking position (4/10) viable, distance 4, count 0 Checking position (6/11) viable, distance 3, count 0 Checking position (7/11) viable, distance 4, count 0 Checking position (5/11) viable, distance 4, count 0 Checking position (8/11) viable, distance 5, count 0 Checking position (4/11) viable, distance 5, count 0 Checking position (9/11) viable, distance 6, count 1 Checking position (9/10) viable, distance 5, count 1 Checking position (9/9) viable, distance 4, count 1 Checking position (9/8) viable, distance 3, count 0 Checking position (3/8) viable, distance 3, count 0 Checking position (3/9) viable, distance 4, count 0 Checking position (3/11) viable, distance 6, count 0 Checking position (6/12) viable, distance 4, count 0 Checking position (7/12) viable, distance 5, count 0 Checking position (5/12) viable, distance 5, count 0 Checking position (8/12) viable, distance 6, count 0 Checking position (4/12) viable, distance 6, count 0 Checking position (10/9) viable, distance 5, count 0 Checking position (10/8) viable, distance 4, count 0 Checking position (2/8) viable, distance 4, count 0 Checking position (2/9) viable, distance 5, count 0 Checking position (2/10) viable, distance 6, count 0 Checking position (6/13) viable, distance 5, count 0 Checking position (7/13) viable, distance 6, count 0 Checking position (5/13) viable, distance 6, count 0 Checking position (11/9) viable, distance 6, count 0 Checking position (11/8) viable, distance 5, count 0 Checking position (1/8) viable, distance 5, count 0 Checking position (1/9) viable, distance 6, count 0 found 6 viable fields Top 1: Pos(7/8) / Dist 1 / Targets 1 Top 2: Pos(9/10) / Dist 5 / Targets 1 Top 3: Pos(9/9) / Dist 4 / Targets 1 Top 4: Pos(9/11) / Dist 6 / Targets 1 Top 5: Pos(8/10) / Dist 4 / Targets 1 Top 6: Pos(8/9) / Dist 3 / Targets 1 found at least one field to move to (7/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (7/8) to (7/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 4 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (7/8) Maximum Distance for approach is 1 Checking position (7/9) viable, distance 1, count 1 Checking position (8/9) viable, distance 2, count 0 Checking position (8/8) viable, distance 1, count 0 Checking position (6/7) viable, distance 2, count 0 Checking position (6/8) viable, distance 1, count 1 Checking position (6/9) viable, distance 2, count 0 Checking position (7/10) viable, distance 2, count 1 Checking position (8/10) viable, distance 3, count 0 Checking position (6/10) viable, distance 3, count 0 Checking position (9/10) viable, distance 4, count 0 Checking position (9/9) viable, distance 3, count 0 Checking position (9/8) viable, distance 2, count 0 Checking position (5/8) viable, distance 2, count 0 Checking position (5/9) viable, distance 3, count 0 Checking position (5/10) viable, distance 4, count 0 Checking position (7/11) viable, distance 3, count 0 Checking position (8/11) viable, distance 4, count 1 Checking position (6/11) viable, distance 4, count 0 Checking position (9/11) viable, distance 5, count 0 Checking position (5/11) viable, distance 5, count 0 Checking position (10/9) viable, distance 4, count 0 Checking position (10/8) viable, distance 3, count 0 Checking position (4/8) viable, distance 3, count 0 Checking position (4/9) viable, distance 4, count 0 Checking position (4/10) viable, distance 5, count 0 Checking position (7/12) viable, distance 4, count 0 Checking position (8/12) viable, distance 5, count 1 Checking position (6/12) viable, distance 5, count 0 Checking position (11/9) viable, distance 5, count 0 Checking position (11/8) viable, distance 4, count 0 Checking position (3/8) viable, distance 4, count 0 Checking position (3/9) viable, distance 5, count 0 found 5 viable fields Top 1: Pos(6/8) / Dist 1 / Targets 1 Top 2: Pos(7/9) / Dist 1 / Targets 1 Top 3: Pos(8/12) / Dist 5 / Targets 1 Top 4: Pos(8/11) / Dist 4 / Targets 1 Top 5: Pos(7/10) / Dist 2 / Targets 1 found at least one field to move to (6/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (6/8) to (6/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHitBumbler (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Tim ID 4, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class druid = boeserblick, zwingtanz, blitz, eisenrost chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHitBumbler (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Tim on Position 0Adding Char Berthold on Position 1Adding Char Steppenhund on Position 2Adding Char Steppenhund on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Berthold on Position 0Adding Char Steppenhund on Position 1Adding Char Steppenhund on Position 2Adding Char Steppenhund on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (4/10) to (8/10), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Berthold ID 0, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/5) cost is 27 Calculating cost to destination (2/6) cost is 27 Calculating cost to destination (5/5) cost is 23 Calculating cost to destination (6/4) cost is 21 Calculating cost to destination (7/5) cost is 19 Calculating cost to destination (4/6) cost is 25 Calculating cost to destination (5/5) cost is 23 found 7 valid attack positions, closest at (7/5) (dist: 19), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 6, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Frija is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 7, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 8, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Tim on Position 1Adding Char Frija on Position 2Adding Char Luna on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Fireno ID 1, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Tim ID 4, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class druid = boeserblick, zwingtanz, blitz, eisenrost chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Frija lost weapon, wl True, wb False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Frija ID 2, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (7/8) Maximum Distance for approach is 2 Checking position (7/9) viable, distance 1, count 1 Checking position (8/9) viable, distance 2, count 0 Checking position (8/8) viable, distance 1, count 0 Checking position (6/7) viable, distance 2, count 0 Checking position (6/8) viable, distance 1, count 1 Checking position (6/9) viable, distance 2, count 0 Checking position (7/10) viable, distance 2, count 1 Checking position (6/10) viable, distance 3, count 0 Checking position (9/10) viable, distance 4, count 0 Checking position (9/9) viable, distance 3, count 0 Checking position (9/8) viable, distance 2, count 0 Checking position (5/8) viable, distance 2, count 0 Checking position (5/9) viable, distance 3, count 0 Checking position (5/10) viable, distance 4, count 0 Checking position (7/11) viable, distance 3, count 0 Checking position (8/11) viable, distance 4, count 1 Checking position (6/11) viable, distance 4, count 0 Checking position (5/11) viable, distance 5, count 0 Checking position (9/11) viable, distance 5, count 0 Checking position (10/9) viable, distance 4, count 0 Checking position (10/8) viable, distance 3, count 0 Checking position (4/8) viable, distance 3, count 0 Checking position (4/9) viable, distance 4, count 0 Checking position (4/10) viable, distance 5, count 0 Checking position (4/11) viable, distance 6, count 0 Checking position (7/12) viable, distance 4, count 0 Checking position (8/12) viable, distance 5, count 1 Checking position (6/12) viable, distance 5, count 0 Checking position (9/12) viable, distance 6, count 0 Checking position (5/12) viable, distance 6, count 0 Checking position (11/9) viable, distance 5, count 0 Checking position (11/8) viable, distance 4, count 0 Checking position (3/8) viable, distance 4, count 0 Checking position (3/9) viable, distance 5, count 0 Checking position (3/10) viable, distance 6, count 0 Checking position (7/13) viable, distance 5, count 0 Checking position (8/13) viable, distance 6, count 0 Checking position (6/13) viable, distance 6, count 0 Checking position (12/9) viable, distance 6, count 0 Checking position (12/8) viable, distance 5, count 0 Checking position (12/7) viable, distance 6, count 0 Checking position (2/8) viable, distance 5, count 0 Checking position (2/9) viable, distance 6, count 0 found 5 viable fields Top 1: Pos(6/8) / Dist 1 / Targets 1 Top 2: Pos(7/9) / Dist 1 / Targets 1 Top 3: Pos(7/10) / Dist 2 / Targets 1 Top 4: Pos(8/12) / Dist 5 / Targets 1 Top 5: Pos(8/11) / Dist 4 / Targets 1 found at least one field to move to (6/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (6/8) to (6/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 4 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (6/8) Maximum Distance for approach is 1 Checking position (6/9) viable, distance 1, count 0 Checking position (7/9) viable, distance 2, count 0 Checking position (7/8) viable, distance 1, count 1 Checking position (6/7) viable, distance 1, count 0 Checking position (5/8) viable, distance 1, count 0 Checking position (5/9) viable, distance 2, count 0 Checking position (6/10) viable, distance 2, count 0 Checking position (7/10) viable, distance 3, count 0 Checking position (5/10) viable, distance 3, count 0 Checking position (8/9) viable, distance 3, count 1 Checking position (8/8) viable, distance 2, count 0 Checking position (4/8) viable, distance 2, count 0 Checking position (4/9) viable, distance 3, count 0 Checking position (4/10) viable, distance 4, count 0 Checking position (6/11) viable, distance 3, count 0 Checking position (7/11) viable, distance 4, count 0 Checking position (5/11) viable, distance 4, count 0 Checking position (8/11) viable, distance 5, count 0 Checking position (4/11) viable, distance 5, count 0 Checking position (9/10) viable, distance 5, count 1 Checking position (9/9) viable, distance 4, count 1 Checking position (9/8) viable, distance 3, count 0 Checking position (3/8) viable, distance 3, count 0 Checking position (3/9) viable, distance 4, count 0 Checking position (3/10) viable, distance 5, count 0 Checking position (6/12) viable, distance 4, count 0 Checking position (7/12) viable, distance 5, count 0 Checking position (5/12) viable, distance 5, count 0 Checking position (10/9) viable, distance 5, count 0 Checking position (10/8) viable, distance 4, count 0 Checking position (2/8) viable, distance 4, count 0 Checking position (2/9) viable, distance 5, count 0 found 4 viable fields Top 1: Pos(7/8) / Dist 1 / Targets 1 Top 2: Pos(9/9) / Dist 4 / Targets 1 Top 3: Pos(9/10) / Dist 5 / Targets 1 Top 4: Pos(8/9) / Dist 3 / Targets 1 found at least one field to move to (7/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (7/8) to (7/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing For the Honor (Percussion Mix) from List battle, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 7, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Robinius ID 3, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class wizard = fulminictus, horriphobus, blitz, plumbumbarum, ignifaxius chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (9/10) to (11/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Berthold ID 0, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/5) cost is 22 Calculating cost to destination (2/6) cost is 22 Calculating cost to destination (5/5) cost is 18 Calculating cost to destination (6/4) cost is 16 Calculating cost to destination (7/5) cost is 14 Calculating cost to destination (4/6) cost is 20 Calculating cost to destination (5/5) cost is 18 found 7 valid attack positions, closest at (7/5) (dist: 14), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 6, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Frija is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 8, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExpSteppenhund: Removing battle effect fumble_falldown, started in battleround 2, duration 1, current round 4, so 3 < 4 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExp Steppenhund: Removing durable effect fumble_falldown (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Robinius on Position 2Adding Char Tim on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Fireno ID 1, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (6/8) Maximum Distance for approach is 2 Checking position (6/9) viable, distance 1, count 0 Checking position (7/9) viable, distance 2, count 0 Checking position (7/8) viable, distance 1, count 1 Checking position (6/7) viable, distance 1, count 0 Checking position (5/8) viable, distance 1, count 0 Checking position (5/9) viable, distance 2, count 0 Checking position (6/10) viable, distance 2, count 0 Checking position (7/10) viable, distance 3, count 0 Checking position (5/10) viable, distance 3, count 0 Checking position (8/10) viable, distance 4, count 1 Checking position (8/9) viable, distance 3, count 1 Checking position (8/8) viable, distance 2, count 0 Checking position (4/8) viable, distance 2, count 0 Checking position (4/9) viable, distance 3, count 0 Checking position (4/10) viable, distance 4, count 0 Checking position (6/11) viable, distance 3, count 0 Checking position (7/11) viable, distance 4, count 0 Checking position (5/11) viable, distance 4, count 0 Checking position (8/11) viable, distance 5, count 0 Checking position (4/11) viable, distance 5, count 0 Checking position (9/11) viable, distance 6, count 1 Checking position (9/10) viable, distance 5, count 1 Checking position (9/9) viable, distance 4, count 1 Checking position (9/8) viable, distance 3, count 0 Checking position (3/8) viable, distance 3, count 0 Checking position (3/9) viable, distance 4, count 0 Checking position (3/10) viable, distance 5, count 0 Checking position (3/11) viable, distance 6, count 0 Checking position (6/12) viable, distance 4, count 0 Checking position (7/12) viable, distance 5, count 0 Checking position (5/12) viable, distance 5, count 0 Checking position (8/12) viable, distance 6, count 0 Checking position (4/12) viable, distance 6, count 0 Checking position (10/9) viable, distance 5, count 0 Checking position (10/8) viable, distance 4, count 0 Checking position (2/8) viable, distance 4, count 0 Checking position (2/9) viable, distance 5, count 0 Checking position (2/10) viable, distance 6, count 0 Checking position (6/13) viable, distance 5, count 0 Checking position (7/13) viable, distance 6, count 0 Checking position (5/13) viable, distance 6, count 0 Checking position (11/9) viable, distance 6, count 0 Checking position (1/8) viable, distance 5, count 0 Checking position (1/9) viable, distance 6, count 0 found 6 viable fields Top 1: Pos(7/8) / Dist 1 / Targets 1 Top 2: Pos(9/10) / Dist 5 / Targets 1 Top 3: Pos(9/9) / Dist 4 / Targets 1 Top 4: Pos(9/11) / Dist 6 / Targets 1 Top 5: Pos(8/10) / Dist 4 / Targets 1 Top 6: Pos(8/9) / Dist 3 / Targets 1 found at least one field to move to (7/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (7/8) to (7/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 4 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (7/8) Maximum Distance for approach is 1 Checking position (7/9) viable, distance 1, count 1 Checking position (8/9) viable, distance 2, count 0 Checking position (8/8) viable, distance 1, count 0 Checking position (6/7) viable, distance 2, count 0 Checking position (6/8) viable, distance 1, count 1 Checking position (6/9) viable, distance 2, count 0 Checking position (7/10) viable, distance 2, count 1 Checking position (8/10) viable, distance 3, count 0 Checking position (6/10) viable, distance 3, count 0 Checking position (9/10) viable, distance 4, count 0 Checking position (9/9) viable, distance 3, count 0 Checking position (9/8) viable, distance 2, count 0 Checking position (5/8) viable, distance 2, count 0 Checking position (5/9) viable, distance 3, count 0 Checking position (5/10) viable, distance 4, count 0 Checking position (7/11) viable, distance 3, count 0 Checking position (8/11) viable, distance 4, count 1 Checking position (6/11) viable, distance 4, count 0 Checking position (9/11) viable, distance 5, count 0 Checking position (5/11) viable, distance 5, count 0 Checking position (10/9) viable, distance 4, count 0 Checking position (10/8) viable, distance 3, count 0 Checking position (4/8) viable, distance 3, count 0 Checking position (4/9) viable, distance 4, count 0 Checking position (4/10) viable, distance 5, count 0 Checking position (7/12) viable, distance 4, count 0 Checking position (8/12) viable, distance 5, count 1 Checking position (6/12) viable, distance 5, count 0 Checking position (11/9) viable, distance 5, count 0 Checking position (3/8) viable, distance 4, count 0 Checking position (3/9) viable, distance 5, count 0 found 5 viable fields Top 1: Pos(6/8) / Dist 1 / Targets 1 Top 2: Pos(7/9) / Dist 1 / Targets 1 Top 3: Pos(8/12) / Dist 5 / Targets 1 Top 4: Pos(8/11) / Dist 4 / Targets 1 Top 5: Pos(7/10) / Dist 2 / Targets 1 found at least one field to move to (6/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (6/8) to (6/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Robinius ID 3, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class wizard = fulminictus, horriphobus, blitz, plumbumbarum, ignifaxius chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Tim ID 4, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class druid = boeserblick, zwingtanz, blitz, eisenrost chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (12/7) to (10/6), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Berthold ID 0, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/5) cost is 17 Calculating cost to destination (2/6) cost is 17 Calculating cost to destination (5/5) cost is 13 Calculating cost to destination (6/4) cost is 11 Calculating cost to destination (7/5) cost is 9 Calculating cost to destination (4/6) cost is 15 Calculating cost to destination (5/5) cost is 13 found 7 valid attack positions, closest at (7/5) (dist: 9), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Frija ID 2, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit hit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 8, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 6, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Frija is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 7, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExpFrija: Removing battle effect fumble_weaponlost, started in battleround 3, duration 1, current round 5, so 4 < 5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExp Frija: Removing durable effect fumble_weaponlost (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Fireno ID 1, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (7/8) Maximum Distance for approach is 2 Checking position (7/9) viable, distance 1, count 1 Checking position (8/9) viable, distance 2, count 0 Checking position (8/8) viable, distance 1, count 0 Checking position (6/7) viable, distance 2, count 0 Checking position (6/8) viable, distance 1, count 1 Checking position (6/9) viable, distance 2, count 0 Checking position (7/10) viable, distance 2, count 1 Checking position (8/10) viable, distance 3, count 0 Checking position (6/10) viable, distance 3, count 0 Checking position (9/10) viable, distance 4, count 0 Checking position (9/9) viable, distance 3, count 0 Checking position (9/8) viable, distance 2, count 0 Checking position (5/8) viable, distance 2, count 0 Checking position (5/9) viable, distance 3, count 0 Checking position (5/10) viable, distance 4, count 0 Checking position (7/11) viable, distance 3, count 0 Checking position (8/11) viable, distance 4, count 1 Checking position (6/11) viable, distance 4, count 0 Checking position (9/11) viable, distance 5, count 0 Checking position (5/11) viable, distance 5, count 0 Checking position (10/9) viable, distance 4, count 0 Checking position (10/8) viable, distance 3, count 0 Checking position (4/8) viable, distance 3, count 0 Checking position (4/9) viable, distance 4, count 0 Checking position (4/10) viable, distance 5, count 0 Checking position (4/11) viable, distance 6, count 0 Checking position (7/12) viable, distance 4, count 0 Checking position (8/12) viable, distance 5, count 1 Checking position (6/12) viable, distance 5, count 0 Checking position (9/12) viable, distance 6, count 1 Checking position (5/12) viable, distance 6, count 0 Checking position (11/9) viable, distance 5, count 0 Checking position (11/8) viable, distance 4, count 0 Checking position (3/8) viable, distance 4, count 0 Checking position (3/9) viable, distance 5, count 0 Checking position (3/10) viable, distance 6, count 0 Checking position (7/13) viable, distance 5, count 0 Checking position (8/13) viable, distance 6, count 0 Checking position (6/13) viable, distance 6, count 0 Checking position (12/9) viable, distance 6, count 0 Checking position (12/8) viable, distance 5, count 0 Checking position (12/7) viable, distance 6, count 0 Checking position (2/8) viable, distance 5, count 0 Checking position (2/9) viable, distance 6, count 0 found 6 viable fields Top 1: Pos(6/8) / Dist 1 / Targets 1 Top 2: Pos(7/9) / Dist 1 / Targets 1 Top 3: Pos(7/10) / Dist 2 / Targets 1 Top 4: Pos(9/12) / Dist 6 / Targets 1 Top 5: Pos(8/12) / Dist 5 / Targets 1 Top 6: Pos(8/11) / Dist 4 / Targets 1 found at least one field to move to (6/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (6/8) to (6/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 4 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (6/8) Maximum Distance for approach is 1 Checking position (6/9) viable, distance 1, count 0 Checking position (7/9) viable, distance 2, count 0 Checking position (7/8) viable, distance 1, count 1 Checking position (6/7) viable, distance 1, count 0 Checking position (5/8) viable, distance 1, count 0 Checking position (5/9) viable, distance 2, count 0 Checking position (6/10) viable, distance 2, count 0 Checking position (7/10) viable, distance 3, count 0 Checking position (5/10) viable, distance 3, count 0 Checking position (8/10) viable, distance 4, count 1 Checking position (8/9) viable, distance 3, count 1 Checking position (8/8) viable, distance 2, count 0 Checking position (4/8) viable, distance 2, count 0 Checking position (4/9) viable, distance 3, count 0 Checking position (4/10) viable, distance 4, count 0 Checking position (6/11) viable, distance 3, count 0 Checking position (7/11) viable, distance 4, count 0 Checking position (5/11) viable, distance 4, count 0 Checking position (8/11) viable, distance 5, count 0 Checking position (4/11) viable, distance 5, count 0 Checking position (9/10) viable, distance 5, count 1 Checking position (9/9) viable, distance 4, count 1 Checking position (9/8) viable, distance 3, count 0 Checking position (3/8) viable, distance 3, count 0 Checking position (3/9) viable, distance 4, count 0 Checking position (3/10) viable, distance 5, count 0 Checking position (6/12) viable, distance 4, count 0 Checking position (7/12) viable, distance 5, count 0 Checking position (5/12) viable, distance 5, count 0 Checking position (10/9) viable, distance 5, count 0 Checking position (10/8) viable, distance 4, count 0 Checking position (2/8) viable, distance 4, count 0 Checking position (2/9) viable, distance 5, count 0 found 5 viable fields Top 1: Pos(7/8) / Dist 1 / Targets 1 Top 2: Pos(9/10) / Dist 5 / Targets 1 Top 3: Pos(9/9) / Dist 4 / Targets 1 Top 4: Pos(8/10) / Dist 4 / Targets 1 Top 5: Pos(8/9) / Dist 3 / Targets 1 found at least one field to move to (7/8), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (7/8) to (7/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Found 1 viable containers (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer) Autoequip container et_weapon (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (7/8) to (9/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 3 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist2 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 3 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (6/8) Maximum Distance for approach is 0 (BP left 3), no LOS-approaching Trying to choose and approach a melee target Calculating cost to destination (1/5) cost is 22 Calculating cost to destination (2/6) cost is 22 Calculating cost to destination (5/5) cost is 18 Calculating cost to destination (6/4) cost is 16 Calculating cost to destination (7/5) cost is 14 Calculating cost to destination (4/6) cost is 20 Calculating cost to destination (5/5) cost is 18 found 7 valid attack positions, closest at (7/5) (dist: 14), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) got a container: et_weapon (CraftyDDContainer) returnaction is moveback No valid container under the mouse -- revert the item's parent inventory07 (UnityEngine.Transform) Moving item Updating screen in 0.5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Tim ID 4, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class druid = boeserblick, zwingtanz, blitz, eisenrost chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) DDItem dropped container: inventory10 (UnityEngine.BoxCollider) (inventory10), container inventory10 (CraftyDDContainer) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) got a container: inventory10 (CraftyDDContainer) returnaction is moveback No valid container under the mouse -- revert the item's parent et_shield (UnityEngine.Transform) Moving item Updating screen in 0.5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Frija ID 2, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 6, current BP 10 Grounded check passed CanDoSomething check passed Escaping because of low cLE: 2 <= 3 Calculating cost to destination (9/0) cost is 14 Calculating cost to destination (10/0) cost is 15 Calculating cost to destination (11/0) cost is 16 Calculating cost to destination (14/6) cost is 17 Calculating cost to destination (14/7) cost is 18 Calculating cost to destination (14/8) cost is 19 Escaping towards (9/0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 6 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Steppenhund in state current following path from (2/6) to (7/2), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Berthold in state current following path from (9/6) to (7/5), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Berthold ID 0, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (1/5) cost is 12 Calculating cost to destination (2/6) cost is 12 Calculating cost to destination (5/5) cost is 8 Calculating cost to destination (6/4) cost is 6 Calculating cost to destination (7/5) cost is 4 Calculating cost to destination (4/6) cost is 10 Calculating cost to destination (5/5) cost is 8 found 7 valid attack positions, closest at (7/5) (dist: 4), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Berthold ID 0, current BP 1 Grounded check passed Too few BP to do anything useful, waiting for next turn --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 7, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Robinius in state current following path from (2/6) to (4/6), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Robinius ID 3, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class wizard = fulminictus, horriphobus, blitz, plumbumbarum, ignifaxius chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/4) / Dist4 / Targetid0: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 5 Possible Spell fulminictus has a base cost of 6AE, but cAE only is 16 Possible Spell horriphobus has a base cost of 7AE, but cAE only is 16 Possible Spell blitz has a base cost of 4AE, but cAE only is 16 Possible Spell plumbumbarum has a base cost of 5AE, but cAE only is 16 Possible Spell ignifaxius has a base cost of 0AE, but cAE only is 16 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (4/4) cost is 6 Calculating cost to destination (5/3) cost is 8 Calculating cost to destination (6/4) cost is 10 Calculating cost to destination (5/5) cost is 6 Calculating cost to destination (5/5) cost is 6 Calculating cost to destination (6/4) cost is 10 Calculating cost to destination (4/6) cost is 4 Calculating cost to destination (5/5) cost is 6 found 8 valid attack positions, closest at (4/6) (dist: 4), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Robinius ID 3, current BP 1 Grounded check passed Too few BP to do anything useful, waiting for next turn --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 8, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Fireno is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown combat iscombat True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Robinius on Position 2Adding Char Tim on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Fireno ID 1, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Fireno from queue Checking Luna canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets trying to Approach for LOS-Attack, origin (9/8) Maximum Distance for approach is 2 Checking position (9/9) viable, distance 1, count 1 Checking position (10/9) viable, distance 2, count 0 Checking position (10/8) viable, distance 1, count 0 Checking position (8/8) viable, distance 1, count 0 Checking position (8/9) viable, distance 2, count 1 Checking position (9/10) viable, distance 2, count 1 Checking position (8/10) viable, distance 3, count 1 Checking position (11/9) viable, distance 3, count 0 Checking position (11/8) viable, distance 2, count 0 Checking position (7/8) viable, distance 2, count 1 Checking position (7/9) viable, distance 3, count 1 Checking position (7/10) viable, distance 4, count 1 Checking position (9/11) viable, distance 3, count 1 Checking position (8/11) viable, distance 4, count 1 Checking position (7/11) viable, distance 5, count 0 Checking position (12/10) viable, distance 5, count 0 Checking position (12/9) viable, distance 4, count 0 Checking position (12/8) viable, distance 3, count 0 Checking position (12/7) viable, distance 4, count 1 Checking position (6/7) viable, distance 4, count 0 Checking position (6/8) viable, distance 3, count 1 Checking position (6/9) viable, distance 4, count 0 Checking position (6/10) viable, distance 5, count 0 Checking position (6/11) viable, distance 6, count 0 Checking position (9/12) viable, distance 4, count 1 Checking position (10/12) viable, distance 5, count 1 Checking position (8/12) viable, distance 5, count 1 Checking position (7/12) viable, distance 6, count 0 Checking position (13/10) viable, distance 6, count 0 Checking position (13/9) viable, distance 5, count 0 Checking position (13/8) viable, distance 4, count 1 Checking position (13/7) viable, distance 5, count 1 Checking position (13/6) viable, distance 6, count 1 Checking position (12/6) viable, distance 5, count 1 Checking position (11/6) viable, distance 6, count 1 Checking position (5/8) viable, distance 4, count 0 Checking position (5/9) viable, distance 5, count 0 Checking position (5/10) viable, distance 6, count 0 Checking position (9/13) viable, distance 5, count 1 Checking position (10/13) viable, distance 6, count 1 Checking position (8/13) viable, distance 6, count 0 Checking position (14/9) viable, distance 6, count 1 Checking position (14/8) viable, distance 5, count 1 Checking position (14/7) viable, distance 6, count 1 Checking position (4/8) viable, distance 5, count 0 Checking position (4/9) viable, distance 6, count 0 found 24 viable fields Top 1: Pos(9/9) / Dist 1 / Targets 1 Top 2: Pos(7/8) / Dist 2 / Targets 1 Top 3: Pos(9/10) / Dist 2 / Targets 1 Top 4: Pos(8/9) / Dist 2 / Targets 1 Top 5: Pos(12/6) / Dist 5 / Targets 1 Top 6: Pos(11/6) / Dist 6 / Targets 1 Top 7: Pos(13/6) / Dist 6 / Targets 1 Top 8: Pos(13/8) / Dist 4 / Targets 1 Top 9: Pos(13/7) / Dist 5 / Targets 1 Top 10: Pos(14/8) / Dist 5 / Targets 1 found at least one field to move to (9/9), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (9/9) to (9/9), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 4 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist4 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 5 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (9/9) Maximum Distance for approach is 1 Checking position (9/10) viable, distance 1, count 1 Checking position (10/9) viable, distance 1, count 0 Checking position (10/8) viable, distance 2, count 0 Checking position (9/8) viable, distance 1, count 0 Checking position (8/8) viable, distance 2, count 0 Checking position (8/9) viable, distance 1, count 1 Checking position (8/10) viable, distance 2, count 1 Checking position (9/11) viable, distance 2, count 1 Checking position (8/11) viable, distance 3, count 1 Checking position (11/9) viable, distance 2, count 0 Checking position (11/8) viable, distance 3, count 0 Checking position (7/8) viable, distance 3, count 1 Checking position (7/9) viable, distance 2, count 1 Checking position (7/10) viable, distance 3, count 1 Checking position (7/11) viable, distance 4, count 0 Checking position (9/12) viable, distance 3, count 1 Checking position (10/12) viable, distance 4, count 1 Checking position (8/12) viable, distance 4, count 1 Checking position (7/12) viable, distance 5, count 0 Checking position (12/10) viable, distance 4, count 0 Checking position (12/9) viable, distance 3, count 0 Checking position (12/8) viable, distance 4, count 0 Checking position (12/7) viable, distance 5, count 1 Checking position (6/7) viable, distance 5, count 0 Checking position (6/8) viable, distance 4, count 1 Checking position (6/9) viable, distance 3, count 0 Checking position (6/10) viable, distance 4, count 0 Checking position (6/11) viable, distance 5, count 0 Checking position (9/13) viable, distance 4, count 1 Checking position (10/13) viable, distance 5, count 1 Checking position (8/13) viable, distance 5, count 0 Checking position (13/10) viable, distance 5, count 0 Checking position (13/9) viable, distance 4, count 0 Checking position (13/8) viable, distance 5, count 1 Checking position (5/8) viable, distance 5, count 0 Checking position (5/9) viable, distance 4, count 0 Checking position (5/10) viable, distance 5, count 0 found 16 viable fields Top 1: Pos(8/9) / Dist 1 / Targets 1 Top 2: Pos(9/10) / Dist 1 / Targets 1 Top 3: Pos(12/7) / Dist 5 / Targets 1 Top 4: Pos(8/12) / Dist 4 / Targets 1 Top 5: Pos(10/12) / Dist 4 / Targets 1 Top 6: Pos(6/8) / Dist 4 / Targets 1 Top 7: Pos(13/8) / Dist 5 / Targets 1 Top 8: Pos(10/13) / Dist 5 / Targets 1 Top 9: Pos(9/13) / Dist 4 / Targets 1 Top 10: Pos(8/11) / Dist 3 / Targets 1 found at least one field to move to (8/9), do it (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 1 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (8/9) to (8/9), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Found 1 viable containers (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer) Autoequip container et_weapon (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Charsetup Frija: [BCAData: MT0 / WT0 / villager_female_A_body, barbarian_helmet_04, barbarian_shoulder pad_03_L001, barbarian_arm plate_01_L] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) bcb for P Frija: found dispclass schilde (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Luna in state current following path from (10/9) to (11/8), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Luna ID 5, current BP 3 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class witch = blitz, plumbumbarum chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(5/6) / Dist4 / Targetid2: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 5 Possible Spell blitz has a base cost of 4AE, but cAE only is 48 Possible Spell plumbumbarum has value -10, but needs -5 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target choosing Ranged as means of attack trying to find target in LOS chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list trying to Approach for LOS-Attack, origin (9/9) Maximum Distance for approach is 0 (BP left 3), no LOS-approaching Trying to choose and approach a melee target Calculating cost to destination (6/2) cost is 16 Calculating cost to destination (7/1) cost is 16 Calculating cost to destination (8/2) cost is 14 Calculating cost to destination (7/3) cost is 14 Calculating cost to destination (5/5) cost is 16 Calculating cost to destination (6/4) cost is 14 Calculating cost to destination (5/5) cost is 16 found 7 valid attack positions, closest at (7/3) (dist: 14), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) got a container: et_weapon (CraftyDDContainer) returnaction is moveback No valid container under the mouse -- revert the item's parent inventory07 (UnityEngine.Transform) Moving item Updating screen in 0.5 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Luna from queue Checking Robinius canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Robinius ID 3, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class wizard = fulminictus, horriphobus, blitz, plumbumbarum, ignifaxius chooseLOSTarget: got 3 viable Targets Found 1 Enemies with line of sight Top 1: Pos(7/2) / Dist4 / Targetid0: BattleCharacter(Steppenhund) Checking Steppenhund as a magical Target, distance 5 Possible Spell fulminictus has a base cost of 6AE, but cAE only is 16 Possible Spell horriphobus has a base cost of 7AE, but cAE only is 16 Possible Spell blitz has a base cost of 4AE, but cAE only is 16 Possible Spell plumbumbarum has a base cost of 5AE, but cAE only is 16 Possible Spell ignifaxius has a base cost of 0AE, but cAE only is 16 Excluding Character Steppenhund for this round as viable target chooseLOSTarget: got 3 viable Targets chooseLOSTarget: Steppenhund not viable, in excluedRangedTarget list Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Robinius) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock blockHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Sound for gethit of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Showing UICombat: which combat, iscombat True, ischaracter False lastshown combat iscombat True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Robinius from queue Checking Tim canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = False, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Tim ID 4, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed Checking for viable Magical target Viable AI Spells for class druid = boeserblick, zwingtanz, blitz, eisenrost chooseLOSTarget: got 3 viable Targets Did not find a target trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsAttacker - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Tim from queue Checking Frija canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 4 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Frija in state current following path from (1/6) to (4/5), escaping: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Frija ID 2, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target No adjacent Target found, approaching Trying to choose and approach a melee target Calculating cost to destination (6/2) cost is 10 Calculating cost to destination (7/1) cost is 12 Calculating cost to destination (8/2) cost is 12 Calculating cost to destination (7/3) cost is 10 Calculating cost to destination (5/5) cost is 6 Calculating cost to destination (6/4) cost is 8 Calculating cost to destination (5/5) cost is 6 found 7 valid attack positions, closest at (5/5) (dist: 6), moving --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Frija from queue Checking Berthold canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) ExecAttack response is block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Berthold ID 0, current BP 5 Grounded check passed CanDoSomething check passed Escaping check passed trying to attack adjacent target Target Steppenhund is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OnBattleIdleAnimEnd() - IsTarget - bc.VisualTurnDone(this) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock block (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Berthold from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 8, current BP 10 Grounded check passed CanDoSomething check passed Escaping because of low cLE: 2 <= 3 Calculating cost to destination (9/0) cost is 10 Calculating cost to destination (10/0) cost is 11 Calculating cost to destination (11/0) cost is 12 Calculating cost to destination (14/6) cost is 13 Calculating cost to destination (14/7) cost is 14 Calculating cost to destination (14/8) cost is 15 Escaping right away at (9/0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 6 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Steppenhund in state current following path from (5/5) to (9/0), escaping: True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Animator has not been initialized. (Filename: Line: 2635) Animator has not been initialized. (Filename: Line: 2635) ExecAttack response is miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Steppenhund) atready = True, defready = False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 7, current BP 10 Grounded check passed CanDoSomething check passed Escaping check passed choosing melee as means of attack False/0/0/0 trying to attack adjacent target Target Berthold is in range, got enough BP, attacking --- done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualBlock miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BC.VisualGetHit miss (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Checking Steppenhund canAct + !grounded, turn placed (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AILog: Starting to Think for Steppenhund ID 6, current BP 10 Grounded check passed CanDoSomething check passed Escaping because of low cLE: 2 <= 3 Calculating cost to destination (9/0) cost is 4 Calculating cost to destination (10/0) cost is 5 Calculating cost to destination (11/0) cost is 6 Calculating cost to destination (14/6) cost is 11 Calculating cost to destination (14/7) cost is 12 Calculating cost to destination (14/8) cost is 13 Escaping right away at (9/0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) execMove Following Path of length 2 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Character Steppenhund in state current following path from (8/1) to (9/0), escaping: True (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExpSteppenhund: Removing battle effect poison_kukris, started in battleround 2, duration 4, current round 7, so 6 < 7 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) runEffExp Steppenhund: Adding followup-Effect for poison_kukris: kukris_apply (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) BS.advanceIni log Removing Steppenhund from queue Queue done, rerolling (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Animator has not been initialized. (Filename: Line: 2635) Animator has not been initialized. (Filename: Line: 2635) Initiative Ini Display Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Tim on Position 3 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Animator has not been initialized. (Filename: Line: 2635) Animator has not been initialized. (Filename: Line: 2635) No Sound for dead of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Coroutine couldn't be started because the the game object 'NPC Steppenhund(battle/wolf)' is inactive! (Filename: Line: 820) No Sound for dead of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Animator has not been initialized. (Filename: Line: 2635) Animator has not been initialized. (Filename: Line: 2635) No Sound for dead of NPC Steppenhund(battle/wolf) defined, and no default available (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Coroutine couldn't be started because the the game object 'NPC Steppenhund(battle/wolf)' is inactive! (Filename: Line: 820) Playing Victory Jingle (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Closing Battle (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Currentcontrol is NOT null, reactivating (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Destroying Battle (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Window MessageboxCtrl is NOT topmost, removing from stack anyways! (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Finalizing Battle (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) CurrentControl is NOT null, using executePostBattleScript (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.IsAchievementUnlocked() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No UICamera found (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing Heart of Atlantis (Full With Choir and Solo Voice) from List map, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController GO startMoving (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) JOURNEY: executing Random Encounter einealte/none (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController STOP travel stopped event (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Journey stopped, event, perc 9.131914, cspeed 0.40625 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) HandleEvent Type:event Hint: Route: land Script:if( "mountain" != getCurrentRouteType() && "swamp" != getCurrentRouteType() ) startdlg("f092_1"); (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Executing f092_1_hl [1] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Calling returnfunc forward( ) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) return value 255 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController GO startMoving (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController GO startMoving (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Weatherforecast for 384 season 2 area general: WeatherForecast[ Clouds many Wind stiff Rain none, Temp 8 - 17 = uwsValue 11 ] (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) JOURNEY: Doing Random Check (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) JOURNEY: Available Random encounter number: 11: Der Info-Barde reise21_orkueberfall reise23_orkueberfall2 ehrlicher_joerg reise60_huette einealte wegelagerer Reise_Dickicht_verirren_forest reise2_auerochse_forest reise6_hirsch reise7_karene_forest JOURNEY: Random encounter at: 384.5762 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) TimeController STOP travel stopped event (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Journey stopped, arrival, perc -0.001198129, cspeed 0.40625 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) UnloadTime: 1.345669 ms Unloading 32 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 5252 unused Assets to reduce memory usage. Loaded Objects now: 36292. Total: 63.685432 ms (FindLiveObjects: 2.238177 ms CreateObjectMapping: 1.156983 ms MarkObjects: 28.124851 ms DeleteObjects: 30.995800 ms) Updating Mapicons for town clanegh (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) finalizing (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) StatsImplEmpty.IsAchievementUnlocked() (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Updating Mapicons for town clanegh (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) No Reflections to adapt (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) MusicControl: now playing For the Honor (Strings Mix) from List town, target volume 0.16 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Sweeping Camera (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Sweep Done (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Next Random Encounter Roll at 384.0914 with an interval of 1W20+19 Minutes (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Updating Scrollsize of areaScrolllist: Center: (152.0, -3046.0, -0.5), Extents: (152.0, 3046.0, 0.5) compared to (115.0, -175.0, 230.0, 350.0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Saving to C:/Users/Ich/Documents/BladeofDestiny/save/Kampfbug suchen2.dsa1save (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Updating Scrollsize of areaScrolllist: Center: (152.0, -3072.5, -0.5), Extents: (152.0, 3072.5, 0.5) compared to (115.0, -175.0, 230.0, 350.0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) winFocusStack already contains MessageboxCtrl, removing and adding as uppermost (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Stopping Music (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) UnloadTime: 50.178204 ms Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 1250 unused Assets to reduce memory usage. Loaded Objects now: 2914. Total: 32.619366 ms (FindLiveObjects: 0.211580 ms CreateObjectMapping: 0.348160 ms MarkObjects: 12.121291 ms DeleteObjects: 19.553066 ms) Loading Loca de.xml (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loading: CraftyLocalizationLoader (C:/spiele/Das Schwarze Auge - Schicksalsklinge/schick_Data/Data/de.xml, loadversion = 0) (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Loca: current Language from globalchosenlanguage de (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)