Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Bugs and issues (spoilers)

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
This bomb that can be found in Castle Ganezzar's Lockbox when doing TG quest for Glabrio deals 0 damage for some reason.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Even after during TG main questline player character kills Faelan, the dialog between player and Meru still continues as if Faelan still standing by Meru alive. Which also means I can't return to TG hideout since the teleport script doesn't work right after said event. Possible localization bug or game itself?
 
Last edited:

Robespierre

Madame Guillotine
Patron
Joined
Mar 28, 2017
Messages
424
Location
It's Kitten Time at the GreatCrystalShrine
Make the Codex Great Again!
Even after during TG main questline player character kills Faelan, the dialog between player and Meru still continues as if Faelan still standing by Meru alive. Which also means I can't return to TG hideout since the teleport script doesn't work right after said event. Possible localization bug or game itself?

Same issue here, but during the AG questline.

rvy1e8.jpg


Nothing major really, just a bit awkward.
 

cruelio

Savant
Joined
Nov 9, 2014
Messages
369
GAME ENDING BUG:

I'm going to the temple from Hell Gate. The normal temple splash screen doesn't show and I don't get the SP award for finding it. I can't progress because the game won't let me go down the stairs into the temple proper, clicking the stairs does nothing. Please tell me there's a way to fix this.

Saves:

http://www.mediafire.com/file/slpkznzndqok87a/Age_Of_Decadence.7z

edit Okay I just reloaded and early save and restarted the game and that did it. nvm
 
Last edited:

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
Yo, for some reason in my GOG copy of Dungeon Rats, if I go from one area to another, my character would just appear on the other side where he wasn't supposed to come from. For instance, in auto_sav1, if I enter The Forge from the Tunnels, my char would appear on the side of the Old Town as if I entered The Forge from Enforcer fight, even though I haven't defeat Spartacus or whatever his name in The Forge.

And then, in save 13b, I enter The Rock Bottom from The Deep Caverns, and my character appear from the side of the elevator to Old Town.

P.S this is actually two different character. The one from auto_sav1 is actually from an old run, so I though there was an update and it isn't compatible with old saves. But then I start a new character and the problem come again. For auto_sav1, if the problem didn't immediately appear, try to walk around the tunnels, maybe unload some of the items my character carried, and then try to go to the Forge again. And if for some reason the probelm in save 13b didn't replicate, try to fight the Claim Jumpers from the combat autosave, and after you're done leave The Deep Caverns.

Already send the saves to the email, check them out.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Yo, for some reason in my GOG copy of Dungeon Rats, if I go from one area to another, my character would just appear on the other side where he wasn't supposed to come from. For instance, in auto_sav1, if I enter The Forge from the Tunnels, my char would appear on the side of the Old Town as if I entered The Forge from Enforcer fight, even though I haven't defeat Spartacus or whatever his name in The Forge.
Can you uninstall the game, delete the game folder, then reinstall it again? Steam users who reported this problem have file integrity issues (missing or corrupted files). We're trying to figure out what's causing it.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
Can you uninstall the game, delete the game folder, then reinstall it again? Steam users who reported this problem have file integrity issues (missing or corrupted files). We're trying to figure out what's causing it.
The problem is still there. This time I don't even have to finish the Ant Queen and fight the Claim Jumpers; right after the Ant Warriors I forgot to grab some wood to repair my shield, and my character appeared from the elevator to Old Town side despite entering The Bottom from Deep Caves.

It does resulted in a hilarious situation where Barca said to me, "Don't fucking touch that!" when I try to activate the elevator. Considering we weren't supposed to be in there when Barca is still alive.... were we able to physically enter his personal turf and talked to him instead of having to interact with the gate to talk to him in the past version?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Sorry, missed this post. This is the first report about any issues with the mine, so I assume that the problem is with your settings (resolution maybe?) If you still have this problem, we'll gladly take a look. Do you have a save game?

Can you uninstall the game, delete the game folder, then reinstall it again? Steam users who reported this problem have file integrity issues (missing or corrupted files). We're trying to figure out what's causing it.
The problem is still there. This time I don't even have to finish the Ant Queen and fight the Claim Jumpers; right after the Ant Warriors I forgot to grab some wood to repair my shield, and my character appeared from the elevator to Old Town side despite entering The Bottom from Deep Caves.

It does resulted in a hilarious situation where Barca said to me, "Don't fucking touch that!" when I try to activate the elevator. Considering we weren't supposed to be in there when Barca is still alive.... were we able to physically enter his personal turf and talked to him instead of having to interact with the gate to talk to him in the past version?
Forgot to mention that it was fixed the next day after you posted this.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
So...
Look at my pics, my pics are amazing.

eqra.jpg


eqro.jpg

First pic is a house with hole in the roof. They fling shit throwing knifes at me through the walls also. That could be first thing player might see in Teron. I never experienced it before, so maybe something was broken in latest updates? Or maybe reason is I approached gang from opposite direction and ran around that house.
OR this can be caused by switching from one language to another without restarting game?

Also minor things that most likely I realize never be touched but anyway.
If you met Flavius while doing the job for Forty Thieves and later met him while trying to infiltrate Palace, he won't recognize you.
Infiltrating in Palace in Teron, try to climb wall, if use [strenght][dexterity] [failed] option first, after [throwing] [failed] you won't see proper description that you'll see if [throwing] would be first.
In a place where you can find Jellyfish, description still that same after you drain that chamber with artefact.
Many houses in Teron don't show Eye symbol despite Tab being pressed, that's maybe intentional designer decision.
Lodestone can be sold for 1 coin, while it description claim its price is 0 coins.
eqra.jpg
 
Last edited:

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
If you fail Streetwise check in dialog with Prospector in Sarossa, then ---> Leave, and then come closer to him, combat begin, and you get no combat skill point when you kill him.

Also, the choices are strange there - it's you found new lore OR you get combat skill point, OR you get body count increased through dialog if you poisoned him one way, but not another.
Why can't you have all of it, if you invested in skills, spent resources - vial of poison, why not both lore and skill point and body count?
 

Polydeuces

Novice
Joined
Jan 1, 2017
Messages
17
Location
Philippines
Sorry, missed this post. This is the first report about any issues with the mine, so I assume that the problem is with your settings (resolution maybe?) If you still have this problem, we'll gladly take a look. Do you have a save game?

Forgot to mention that it was fixed the next day after you posted this.

Vault Dweller Whoops, I had trouble accessing the Codex for a while. I also sent a savegame to Flashback about this and the extremely dark Monastery Labs when your light settings are set to low.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,651
Location
Le Balkans
For some reason i cant poison a stack of arrows any more in AoD - it just poisons 1 out of 20 and separates the stack.

Is there any fix for this? (GoG version)
 

Polydeuces

Novice
Joined
Jan 1, 2017
Messages
17
Location
Philippines
//-------------------------- 12/28/2017 -- 03:44:37 -----
--------- Loading DIRS ---------

--------- Parsing Arguments ---------
Client preferences file found: C:\Users\Gabriel Iniguez\Documents\My Games\Dungeon Rats\prefs.cs
Importing client prefs...
Importing client prefs done.
Current game version: 1060029
Prefs from game version: 1060029
Video mode after loading prefs: 1440 900 false 32 60 0
Localization language found:polish
Localization language found:english
Localization language found:spanish
Localization language found:russian
Localization language found:french
Info: GameLanguage::switchLanguage - applying a new language: english
Info: GameLanguage::switchLanguage - language applied successfully.
Info: GameLanguage::switchLanguage - installing fonts.
Added font resource "core/fonts/source/font_en1.ttf".
Added font resource "core/fonts/source/font_en2.TTF".
Added font resource "core/fonts/source/font_en3.ttf".
Added font resource "core/fonts/source/font_en4.ttf".
Added font resource "core/fonts/source/polish/font_pl1.ttf".
Added font resource "core/fonts/source/polish/font_pl2.ttf".
Added font resource "core/fonts/source/polish/font_pl3.ttf".
Added font resource "core/fonts/source/polish/font_pl4.ttf".
Added font resource "core/fonts/source/russian/font_ru1.ttf".
Added font resource "core/fonts/source/russian/font_ru2.ttf".
Added font resource "core/fonts/source/russian/font_ru3.ttf".
Added font resource "core/fonts/source/russian/font_ru4.ttf".
Info: GameLanguage::switchLanguage - reloading localized scripts.
Binding server port to default IP
UDP initialized on port 0


--------- Video Init ---------
GuiCanvas::onAdd - enumerating adapters...
Found 2 adapters:
0: Intel(R) HD Graphics 4400 (D3D9)
1: GFX Null Device
GuiCanvas::onAdd - selecting best adapter...
GFXInit::getBestAdapterChoice - adapter from prefs: D3D9
GFXInit::getBestAdapterChoice - adapter from preferences chosen: Intel(R) HD Graphics 4400 (D3D9)
GuiCanvas::onAdd - adapter selected: Intel(R) HD Graphics 4400 (D3D9)
GuiCanvas::onAdd - initializing GFXDevice...
Attempting to create GFX device: Intel(R) HD Graphics 4400 (D3D9) [\\.\DISPLAY1]
Device created, setting adapter and enumerating modes
GuiCanvas::onAdd - selecting video mode...
GuiCanvas::onAdd - video mode selected: 1440x900, windowed, 32bit
GuiCanvas::onAdd - creating window...
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
o Chipset : 'INTEL'
o Card : 'Intel(R) HD Graphics 4400'
o Version : '20.19.0015.4835'
o VRAM : 1024 MB
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
- Loading card profiles...
- No card profile core/profile/D3D9.INTEL.cs exists
- No card profile core/profile/D3D9.INTEL.IntelRHDGraphics4400.cs exists
- No card profile core/profile/D3D9.INTEL.IntelRHDGraphics4400.201900154835.cs exists
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
% - Initialized Core

--------- Initializing Directory: scripts ---------

--------- Initializing AoD Data ---------
Info: Factions system init (start).
Info: Factions system init (end).
sfxStartup...
SFXSystem::createDevice - failed creating DirectSound device 'Speakers (Realtek High Definition Audio)'
SFXSystem::createDevice - created DirectSound device 'Realtek HD Audio 2nd output (Realtek High Definition Audio)'
SFXDSDevice::setDistanceModel - 'linear' distance attenuation not supported by DirectSound
Provider: DirectSound
Device: Realtek HD Audio 2nd output (Realtek High Definition Audio)
Hardware: No
Buffers: 16

--------- Initializing Dungeon Rats: Server Scripts ---------
Module Manager: Invalid Module Id.

--------- Initializing Dungeon Rats: Client Scripts ---------

--------- Initializing Lighting Systems ---------
Using Basic Lighting


--------------
Attempting to set resolution to "1440 900 false 32 60 0"
Accepted Mode:
--Resolution : 1440 900
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level : 0
--------------
GFXPCD3D9Device::reset - depthstencil 5548118 has 2 ref's
--- Resetting D3D Device ---
Loading optimal GUIs for resolution with screen height = 900
... found 12 of 12.
Warning, overwriting material for: CUR_Eye.png
Warning, overwriting material for: CUR_Eye.png
Client binds file found: C:\Users\Gabriel Iniguez\Documents\My Games\Dungeon Rats\binds.cs
Importing client binds...
Importing client binds done.
Warning, overwriting material for: toga_belt_M_DIF_red
TerrainMaterial::onAdd() - Internal name collision; 'MountainRock_02_Side' already exists!
*********Datablock Preload*********
onServerCreated()
ParticleData(AoDFireSmallParticle) lifetime < 1 ms
Connect request from: IP:0.0.0.0:0
Connection established 21273
LoaderConnect
Activating DirectInput...
Engine initialized...
--------------------------------------------------------------------------------
Module Manager: Started scanning 'F:/Games/Steam/steamapps/common/Dungeon Rats/mods'...
Module Manager: Failed to scan module directories in path 'F:/Games/Steam/steamapps/common/Dungeon Rats/mods'.
--------------------------------------------------------------------------------
Module Manager: Loading group 'DrMods':
Module Manager: No modules found for module group 'DrMods'.
Win32Window::WindowProc - resetting device due to window size change.
DirectInput deactivated.
Activating DirectInput...
Test: Received stats and achievements from Steam

[MaterialList::mapMaterials] Unable to find material for texture: metal_rusty
[MaterialList::mapMaterials] Unable to find material for texture: metal_rusty
Datablock loading complete, loader server going down.
Datablocks loaded
Test: Music stop.
Test: Music play: art/sounds/music/main.ogg
Options - init start.
Options - filling window mode list.
Options - setting vsync.
Options - filling resolutions list.
Options - filling graphics drivers list.
getDisplayDeviceList = Intel(R) HD Graphics 4400 (D3D9)^GFX Null Device
Adding display device #0: Intel(R) HD Graphics 4400 (D3D9)
Adding display device #1: GFX Null Device
Options - filling graphics quality lists.
Options - filling anisotropic filtering list.
Options - filling graphics AA list.
Options - filling refresh rate list.
Options - setting audio volume.
Options - filling audio providers list.
sfxGetAvailableDevices = DirectSound^Primary Sound Driver^0^0
DirectSound^Realtek HD Audio 2nd output (Realtek High Definition Audio)^0^0
DirectSound^Speakers (Steam Streaming Speakers)^0^0
DirectSound^Speakers (Steam Streaming Microphone)^0^0
Null^SFX Null Device^0^8
OpenAL^Generic Software^1^256
XAudio^Realtek HD Audio 2nd output (Realtek High Definition Audio)^0^64
XAudio^Speakers (Steam Streaming Speakers)^0^64
XAudio^Speakers (Steam Streaming Microphone)^0^64

Adding SFX provider #0: DirectSound
Adding SFX provider #4: Null
Adding SFX provider #5: OpenAL
Options - sorting audio providers list.
Options - selecting audio provider.
Options - setting PostFX, anim speed and grid opacity.
Options - filling languages list.
Options - setting mouse sensivity.
Options - Filling camera modes.
Options - Filling combat marker modes.
Options - bringing graphics pane to front.
Options - init end.
DirectInput deactivated.
Activating DirectInput...
--------------
Attempting to set resolution to "1440 900 1 32 60 0"
Accepted Mode:
--Resolution : 1440 900
--Full Screen : Yes
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level : 0
--------------
Win32Window::setVideoMode - invoking curtain
GFXPCD3D9Device::reset - depthstencil 5549718 has 2 ref's
--- Resetting D3D Device ---
Loading optimal GUIs for resolution with screen height = 900
... found 12 of 12.
onServerDestroyed()
GameConnection::onClientLeaveGame()
CDROP: 21274 local
onServerCreated()
*** LOADING MISSION: levels/Guards Fort.mis
*** Stage 1 load
*** Stage 2 load
Loading level-specific datablocks - Guards Fort.cs
Loaded 7 level-specific datablocks.
[MaterialList::mapMaterials] Unable to find material for texture: Dirt_01
[MaterialList::mapMaterials] Unable to find material for texture: rocktest
[MaterialList::mapMaterials] Unable to find material for texture: grass_01
[MaterialList::mapMaterials] Unable to find material for texture: sand_02
TSShape::setDetailSize: Cannot find detail with size 2
TSShape::removeImposter: No imposter detail level found in shape
TSShape::removeImposter: No imposter detail level found in shape
*** Mission loaded
onMissionLoaded()
Connect request from: IP:0.0.0.0:0
Connection established 23136
CADD: 23137 local
*** Sending mission load to client: levels/Guards Fort.mis
*** New Mission: levels/Guards Fort.mis
*** Phase 1: Download Datablocks & Targets
<<<< skip datablocks >>>>
Checking postFX preset: levels/Guards Fort.postfxpreset.cs
Checking postFX preset: found.
% - PostFX Manager - Executing levels/Guards Fort.postfxpreset.cs
% - PostFX Manager - Applying from preset
HDR FORMAT: GFXFormatR10G10B10A2
Using Basic Lighting
% - PostFX Manager - PostFX enabled
Using Basic Lighting
% - PostFX Manager - SSAOPostFx disabled
% - PostFX Manager - HDRPostFX disabled
% - PostFX Manager - LightRayPostFX disabled
% - PostFX Manager - DOFPostEffect enabled
% - PostFX Manager - VignettePostEffect disabled
<<<< skipping datablock transmission >>>>
<<<< Skipping Datablocks
<<<< Finished Skipping Datablocks >>>>
*** Phase 2: Download Ghost Objects
Ghost Always objects received.
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
Failed to calculate validation info for object. Skipped.
Mission lighting done
GameConnection::onClientEnterGame()
GameConnection::spawnCamera - Switching to usual camera.
GameConnection::onClientEnterGame - Switching to RTS camera.
TIME TEST: Torque mission load = 14896
Test: CGC::startGame - begin.
Test: Music stop.
Activating event package: LevelEvents
Info: CGC::readSaveGame - file path: C:\Users\Gabriel Iniguez\Documents\My Games\Dungeon Rats\Hector1504182942_auto_combat.sav
Test: Music stop.
Test: Music play: art/sounds/music/civil_ambient.ogg
Test: CGC::startGame - end.
Test: --- ItsRegistry::printStats ---
Test: Type name: class CharMarker, registered count: 118
Test: Type name: class CombatMarker, registered count: 13
Test: Type name: class CombatSettings, registered count: 6
Test: Type name: class GameBuilding, registered count: 8
Test: Type name: class ItemContainer, registered count: 12
Test: Type name: class MapDoor, registered count: 14
Test: Type name: class MapTeleporter, registered count: 4
Test: Type name: class RTSUnit, registered count: 13
Test: Type name: class TeleportMarker, registered count: 66
Test: Type name: class VirtualObjectCollision, registered count: 12
TIME TEST: ITS mission load = 264
Test: CGC::checkCharactersReady
[MaterialList::mapMaterials] Unable to find material for texture: blacksmith_barGlow_DIF
[MaterialList::mapMaterials] Unable to find material for texture: blacksmith_tools_DIF
F:/Games/Steam/steamapps/common/Dungeon Rats/shaders/common/water/waterBasicV.hlsl(112,11): warning X3206: implicit truncation of vector type
F:/Games/Steam/steamapps/common/Dungeon Rats/shaders/common/water/waterBasicP.hlsl(199,22): warning X3206: 'computeSceneFog': implicit truncation of vector type
Test: CGC::checkCharactersReady
Info: CGC::startGameplay
Test: Combat settigs found.
Test: Combat settigs object found.
Test: Hector is at 75 58
Test: Marcus is at 75 57
Test: Guardian is at 75 56
Test: Roxana is at 75 55
Test: CGC::startCombat - combat initiator: 1
Test: CombatTurn::start - combat turn #1 has started, because:
Test: Hector (1) has an enemy Legionary (610).
Test: Hector (1) has an enemy Archer (611).
Test: Hector (1) has an enemy Spearman (612).
Test: 1
Test: 20
Test: 16
Test: 611
Test: 612
Test: 610
Test: 10
Test: Music stop.
Test: Music play: art/sounds/music/top_combat.ogg
Test: CGC::startCombat - combat started successfully.
Test: Main menu toggled on.
Test: Main menu toggled off.
Test: Hector (1) begins his turn.
Test: Attack 1, attacker's data:dam_rng = 7-11, ammo = regular
Test: Initial target is (0.55;-10.51;2.42)
Test: --- Attack 1, hit attempt (42/100) ---
Test: Chars: Hector (1) -> Archer (611)
Test: Weapon: Pilum (174)
Test: Attack: AIMED: TORSO
Test: Pos: (70;58) -> (75;64)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc611.
Test: Projectile::onCollision - hit object ID: 23623.
Test: --- Attack 1, hit impact ---
Test: Victim's DR: 1.
Test: Weapon: Pilum (174)
Test: Chance to score a critical effect = 85, roll = 28
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 1 (1 victimDR) -> [0; 10]).
Test: Final damage = 12.
Test: -----------------
Test: Armour damage from attack effect: Success. Damage to <armour> = 2
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 10 - 61 + 20 = 20
Test: Chance to damage armour = 20, roll = 26
Test: Archer is hit, 33 HP left.
Test: Guardian (20) begins his turn.
Test: Spearman has interruption odds: roll=41, chance=74
Test: Spearman should interrupt Guardian with spear at (78;59)
Test: Spearman (612) interrupt-attacks Guardian (20).
Test: Attack 2, attacker's data:dam_rng = 2-3, ammo = regular
Test: --- Attack 2, hit attempt (4/25) ---
Test: Chars: Spearman (612) -> Guardian (20)
Test: Weapon: Romach (142)
Test: Attack: QUICK JAB
Test: Pos: (79;61) -> (78;59)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 2, hit impact ---
Test: Victim's DR: 8.
Test: Weapon: Romach (142)
Test: Chance to score a critical effect = 0, roll = 0
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 2 (8 victimDR) -> [0; 2]).
Test: Final damage = 0.
Test: -----------------
Test: Guardian is hit, 60 HP left.
Test: Spearman has interruption odds: roll=16, chance=74
Test: Spearman should interrupt Guardian with spear at (78;59)
Test: Spearman (612) interrupt-attacks Guardian (20).
Test: Attack 3, attacker's data:dam_rng = 2-3, ammo = regular
Test: --- Attack 3, hit attempt (49/25) ---
Test: Chars: Spearman (612) -> Guardian (20)
Test: Weapon: Romach (142)
Test: Attack: QUICK JAB
Test: Pos: (79;61) -> (78;59)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: no.
Test: -----------------
Test: Roxana (16) begins his turn.
Test: Attack 4, attacker's data:dam_rng = 14-22, ammo = barbed
Test: Initial target is (0.55;-10.51;2.42)
Test: --- Attack 4, hit attempt (80/100) ---
Test: Chars: Roxana (16) -> Archer (611)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;59) -> (75;64)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc611.
Test: Projectile::onCollision - hit object ID: 23623.
Test: --- Attack 4, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 65, roll = 43
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 19]).
Test: Final damage = 21.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 0 - 61 + 0 = 0
Test: Chance to damage armour = 0, roll = 43
Test: Archer is hit, 12 HP left.
Test: Attack 5, attacker's data:dam_rng = 14-22, ammo = barbed
Test: Initial target is (0.55;-10.51;2.43)
Test: --- Attack 5, hit attempt (100/100) ---
Test: Chars: Roxana (16) -> Archer (611)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;59) -> (75;64)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc611.
Test: Projectile::onCollision - hit object ID: 23623.
Test: --- Attack 5, hit impact ---
Test: Victim's DR: 10.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 65, roll = 81
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 80, roll = 35
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 10 (10 victimDR) -> [0; 14]).
Test: Final damage = 4.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 0 - 61 + 0 = 0
Test: Chance to damage armour = 0, roll = 94
Test: Archer is hit, 8 HP left.
Test: Archer (611) begins his turn.
Test: Archer (611) is crippled.
Test: Selected attack by available AP: FAST
Test: CCharacter::reloadWeaponAI - selected ammo: Regular Missile
Test: Attack 6, attacker's data:dam_rng = 12-19, ammo = regular
Test: Initial target is (0.44;-15.50;1.21)
Test: Chance of a bad miss = 84, roll = 70
Test: --- Attack 6, hit attempt (70/39) ---
Test: Chars: Archer (611) -> Roxana (16)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;64) -> (75;59)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: TerrainBlock.
Test: Projectile::onCollision - hit object name: (null).
Test: Projectile::onCollision - hit object ID: 23511.
Test: Spearman (612) begins his turn.
Test: Guardian has opportunity attack odds: roll=57, chance=35
Test: Selected attack by available AP: ENTANGLE
Test: Attack 7, attacker's data:dam_rng = 0-0, ammo = regular
Test: Initial target is (4.57;-14.43;1.52)
Test: --- Attack 7, hit attempt (55/100) ---
Test: Chars: Spearman (612) -> Guardian (20)
Test: Weapon: Net (175)
Test: Attack: ENTANGLE
Test: Pos: (79;62) -> (79;60)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc20.
Test: Projectile::onCollision - hit object ID: 23574.
Test: --- Attack 7, hit impact ---
Test: Victim's DR: 8.
Test: Weapon: Net (175)
Test: Chance to score a critical effect = 0, roll = 78
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (8 victimDR) -> [0; 0]).
Test: Final damage = 0.
Test: -----------------
Test: Guardian is hit, 60 HP left.
Test: Legionary (610) begins his turn.
Test: Selected attack by available AP: REGULAR
Test: Attack 8, attacker's data:dam_rng = 8-12, ammo = regular
Test: --- Attack 8, hit attempt (24/57) ---
Test: Chars: Legionary (610) -> Hector (1)
Test: Weapon: Gladius (110)
Test: Attack: REGULAR
Test: Pos: (70;57) -> (70;58)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 8, hit impact ---
Test: Victim's DR: 9.
Test: Weapon: Gladius (110)
Test: Chance to score a critical effect = 3, roll = 18
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 47, roll = 18
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 9 (9 victimDR) -> [0; 10]).
Test: Final damage = 1.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 30 + 0 = 30
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 30 + 20 - 80 + 0 = 0
Test: Chance to damage armour = 0, roll = 32
Test: Hector is hit, 51 HP left.
Test: Selected attack by available AP: REGULAR
Test: Attack 9, attacker's data:dam_rng = 8-12, ammo = regular
Test: --- Attack 9, hit attempt (33/57) ---
Test: Chars: Legionary (610) -> Hector (1)
Test: Weapon: Gladius (110)
Test: Attack: REGULAR
Test: Pos: (70;57) -> (70;58)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 9, hit impact ---
Test: Victim's DR: 9.
Test: Weapon: Gladius (110)
Test: Chance to score a critical effect = 3, roll = 37
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 47, roll = 85
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 9 (9 victimDR) -> [0; 11]).
Test: Final damage = 2.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 30 + 0 = 30
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 30 + 20 - 80 + 0 = 0
Test: Chance to damage armour = 0, roll = 70
Test: Hector is hit, 49 HP left.
Test: Marcus (10) begins his turn.
Test: Attack 10, attacker's data:dam_rng = 17-21, ammo = regular
Test: --- Attack 10, hit attempt (85/100) ---
Test: Chars: Marcus (10) -> Legionary (610)
Test: Weapon: Sledgehammer (134)
Test: Attack: REGULAR
Test: Pos: (71;58) -> (70;57)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 10, hit impact ---
Test: Victim's DR: 9.
Test: Weapon: Sledgehammer (134)
Test: Chance to score a critical effect = 40, roll = 93
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 82, roll = 56
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 9 (9 victimDR) -> [0; 19]).
Test: Final damage = 10.
Test: -----------------
Test: Armour damage from attack effect: Success. Damage to <armour> = 2
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + 0 = 50
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 50 + 40 - 76 + 20 = 34
Test: Chance to damage armour = 34, roll = 8
Test: Armour damage: Success. Damage to <armour> = 1
Test: Legionary is hit, 40 HP left.
Test: CombatTurn::start - combat turn #2 has started, because:
Test: Hector (1) has an enemy Legionary (610).
Test: Hector (1) has an enemy Archer (611).
Test: Hector (1) has an enemy Spearman (612).
Test: 20
Test: 16
Test: 1
Test: 611
Test: 612
Test: 610
Test: 10
Test: Guardian (20) begins his turn.
Test: Attack 11, attacker's data:dam_rng = 14-18, ammo = regular
Test: --- Attack 11, hit attempt (56/100) ---
Test: Chars: Guardian (20) -> Spearman (612)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: POWER
Test: Pos: (79;61) -> (79;62)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 11, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 80, roll = 59
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 16]).
Test: Final damage = 20.
Test: -----------------
Test: Armour damage from attack effect: Success. Damage to <armour> = 2
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 56 + 0 = 0
Test: Chance to damage armour = 0, roll = 64
Test: Spearman is hit, 30 HP left.
Test: Attack 12, attacker's data:dam_rng = 14-18, ammo = regular
Test: --- Attack 12, hit attempt (63/100) ---
Test: Chars: Guardian (20) -> Spearman (612)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: POWER
Test: Pos: (79;61) -> (79;62)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 12, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 80, roll = 63
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 18]).
Test: Final damage = 23.
Test: -----------------
Test: Armour damage from attack effect: Success. Damage to <armour> = 2
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 56 + 0 = 0
Test: Chance to damage armour = 0, roll = 15
Test: Spearman is hit, 7 HP left.
Test: Roxana (16) begins his turn.
Test: Attack 13, attacker's data:dam_rng = 14-22, ammo = barbed
Test: Initial target is (0.55;-10.51;2.42)
Test: --- Attack 13, hit attempt (35/100) ---
Test: Chars: Roxana (16) -> Archer (611)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;59) -> (75;64)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc611.
Test: Projectile::onCollision - hit object ID: 23623.
Test: --- Attack 13, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 65, roll = 9
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 15]).
Test: Final damage = 17.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 0 - 61 + 0 = 0
Test: Chance to damage armour = 0, roll = 87
Test: Archer is hit, -9 HP left.
Test: Archer dies.
Test: Attack 14, attacker's data:dam_rng = 14-22, ammo = barbed
Test: Initial target is (4.45;-12.47;1.17)
Test: --- Attack 14, hit attempt (18/100) ---
Test: Chars: Roxana (16) -> Spearman (612)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;59) -> (79;62)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc612.
Test: Projectile::onCollision - hit object ID: 23616.
Test: --- Attack 14, hit impact ---
Test: Victim's DR: 4.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 50, roll = 83
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 80, roll = 26
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 4 (4 victimDR) -> [0; 19]).
Test: Final damage = 15.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 0 - 56 + 0 = 0
Test: Chance to damage armour = 0, roll = 56
Test: Spearman is hit, -8 HP left.
Warning: CAudioSystem::getAudio - found no sounds for AudioExclamationDeathMaleMedium base.
Warning: CAudioSystem::playAudio - couldn't find audio profile.
Test: Spearman dies.
Test: Hector (1) begins his turn.
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 0 - 80 + 0 = 0
Test: Chance to damage armour = 0, roll = 98
Test: Hector is hit, 48 HP left.
Test: Hector (1) is bleeding.
Test: Attack 15, attacker's data:dam_rng = 15-19, ammo = regular
Test: --- Attack 15, hit attempt (27/100) ---
Test: Chars: Hector (1) -> Legionary (610)
Test: Weapon: Shadhavar (123)
Test: Attack: DOUBLE TAP
Test: Pos: (70;58) -> (70;57)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 15, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Shadhavar (123)
Test: Chance to score a critical effect = 25, roll = 20
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 19]).
Test: Final damage = 31.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + 0 = 50
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 50 + 40 - 76 + 20 = 34
Test: Chance to damage armour = 34, roll = 58
Test: Legionary is hit, 9 HP left.
Test: --- Attack 15, hit impact ---
Test: Victim's DR: 6.
Test: Weapon: Shadhavar (123)
Test: Chance to score a critical effect = 25, roll = 62
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 100, roll = 1
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 6 (6 victimDR) -> [0; 15]).
Test: Final damage = 9.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + -15 = 35
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 35 + 40 - 76 + 20 = 20
Test: Chance to damage armour = 20, roll = 7
Test: Armour damage: Success. Damage to <armour> = 1
Test: Legionary is hit, 0 HP left.
Warning: CAudioSystem::getAudio - found no sounds for AudioExclamationDeathMaleMedium base.
Warning: CAudioSystem::playAudio - couldn't find audio profile.
Test: Legionary dies.
Test: Marcus (10) begins his turn.
scripts/data/campaign/Guards Fort Events.english.cs (213): Unable to find object: 'DOOR_Kitchen' attempting to call function 'unlock'
Test: CombatTurn::start - combat turn #3 has started, because:
Test: Hector (1) has an enemy Guard (631).
Test: Hector (1) has an enemy Guard (630).
Test: Hector (1) has an enemy Guard (624).
Test: Hector (1) has an enemy Guard (623).
Test: Hector (1) has an enemy Guard (621).
Test: Hector (1) has an enemy Guard (620).
Test: 20
Test: 16
Test: 1
Test: 623
Test: 624
Test: 630
Test: 631
Test: 620
Test: 10
Test: 621
Test: Guardian (20) begins his turn.
Test: Roxana (16) begins his turn.
Test: Attack 16, attacker's data:dam_rng = 14-22, ammo = barbed
Test: Initial target is (-6.52;-15.54;1.42)
Test: --- Attack 16, hit attempt (8/100) ---
Test: Chars: Roxana (16) -> Guard (631)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;59) -> (68;59)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc631.
Test: Projectile::onCollision - hit object ID: 23609.
Test: --- Attack 16, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 70, roll = 51
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 20]).
Test: Final damage = 22.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 0 - 56 + 0 = 0
Test: Chance to damage armour = 0, roll = 78
Test: Guard is hit, 18 HP left.
Test: Attack 17, attacker's data:dam_rng = 14-22, ammo = barbed
Test: Initial target is (-6.52;-15.54;1.42)
Test: --- Attack 17, hit attempt (18/100) ---
Test: Chars: Roxana (16) -> Guard (631)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;59) -> (68;59)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc631.
Test: Projectile::onCollision - hit object ID: 23609.
Test: --- Attack 17, hit impact ---
Test: Victim's DR: 12.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 70, roll = 100
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 80, roll = 68
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 12 (12 victimDR) -> [0; 17]).
Test: Final damage = 5.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 0 - 56 + 0 = 0
Test: Chance to damage armour = 0, roll = 69
Test: Guard is hit, 13 HP left.
Test: Hector (1) begins his turn.
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 0 - 80 + 0 = 0
Test: Chance to damage armour = 0, roll = 26
Test: Hector is hit, 47 HP left.
Test: Hector (1) is bleeding.
Test: Attack 18, attacker's data:dam_rng = 21-25, ammo = regular
Test: --- Attack 18, hit attempt (73/100) ---
Test: Chars: Hector (1) -> Guard (631)
Test: Weapon: Shadhavar (123)
Test: Attack: POWER
Test: Pos: (69;59) -> (68;59)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 18, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Shadhavar (123)
Test: Chance to score a critical effect = 100, roll = 27
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 22]).
Test: Final damage = 36.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + 0 = 50
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 50 + 40 - 56 + 20 = 54
Test: Chance to damage armour = 54, roll = 11
Test: Armour damage: Success. Damage to <armour> = 1
Test: Guard is hit, -23 HP left.
Warning: CAudioSystem::getAudio - found no sounds for AudioExclamationDeathMaleMedium base.
Warning: CAudioSystem::playAudio - couldn't find audio profile.
Test: Guard dies.
Test: --- Attack 18, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Shadhavar (123)
Test: Chance to score a critical effect = 100, roll = 36
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 22]).
Test: Final damage = 36.
Test: -----------------
Test: Guard (623) begins his turn.
Test: Selected attack by available AP: ENTANGLE
Test: Attack 19, attacker's data:dam_rng = 0-0, ammo = regular
Test: Initial target is (-2.46;-12.52;1.17)
Test: --- Attack 19, hit attempt (85/100) ---
Test: Chars: Guard (623) -> Marcus (10)
Test: Weapon: Net (175)
Test: Attack: ENTANGLE
Test: Pos: (70;63) -> (72;62)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc10.
Test: Projectile::onCollision - hit object ID: 23581.
Test: --- Attack 19, hit impact ---
Test: Victim's DR: 12.
Test: Weapon: Net (175)
Test: Chance to score a critical effect = 0, roll = 11
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (12 victimDR) -> [0; 0]).
Test: Final damage = 0.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 0 - 90 + 0 = 0
Test: Chance to damage armour = 0, roll = 37
Test: Marcus is hit, 50 HP left.
Test: Guard (624) begins his turn.
Test: CCharacter::reloadWeaponAI - selected ammo: Armor Piercing Missile
Test: Guard (630) begins his turn.
Test: Guard (620) begins his turn.
Test: Marcus (10) begins his turn.
Test: Marcus (10) is netted.
Test: Marcus (10) is AP penalized.
Test: Guard (621) begins his turn.
Test: CombatTurn::start - combat turn #4 has started, because:
Test: Hector (1) has an enemy Guard (630).
Test: Hector (1) has an enemy Guard (624).
Test: Hector (1) has an enemy Guard (623).
Test: Hector (1) has an enemy Guard (621).
Test: Hector (1) has an enemy Guard (620).
Test: 20
Test: 16
Test: 1
Test: 623
Test: 624
Test: 630
Test: 620
Test: 10
Test: 621
Test: Guardian (20) begins his turn.
Test: Attack 20, attacker's data:dam_rng = 10-14, ammo = regular
Test: --- Attack 20, hit attempt (10/100) ---
Test: Chars: Guardian (20) -> Guard (623)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: SLASH
Test: Pos: (71;63) -> (70;63)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 20, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 75, roll = 73
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: yes
Test: Resisted damage: 0 (0 victimDR) -> [0; 14]).
Test: Final damage = 18.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 40 + 0 = 0
Test: Chance to damage armour = 0, roll = 88
Test: Guard is hit, 27 HP left.
Test: Roxana (16) begins his turn.
Test: Attack 21, attacker's data:dam_rng = 14-22, ammo = barbed
Test: Initial target is (-6.54;-9.52;1.43)
Test: --- Attack 21, hit attempt (36/100) ---
Test: Chars: Roxana (16) -> Guard (620)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;62) -> (68;65)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc620.
Test: Projectile::onCollision - hit object ID: 23652.
Test: --- Attack 21, hit impact ---
Test: Victim's DR: 16.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 15, roll = 42
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 80, roll = 71
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 16 (16 victimDR) -> [0; 21]).
Test: Final damage = 5.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 0 - 73 + 0 = 0
Test: Chance to damage armour = 0, roll = 51
Test: Guard is hit, 45 HP left.
Test: Hector (1) begins his turn.
Test: Attack 22, attacker's data:dam_rng = 21-25, ammo = regular
Test: --- Attack 22, hit attempt (70/100) ---
Test: Chars: Hector (1) -> Guard (630)
Test: Weapon: Shadhavar (123)
Test: Attack: POWER
Test: Pos: (68;58) -> (68;57)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 22, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Shadhavar (123)
Test: Chance to score a critical effect = 80, roll = 45
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 22]).
Test: Final damage = 36.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + 0 = 50
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 50 + 40 - 60 + 20 = 50
Test: Chance to damage armour = 50, roll = 24
Test: Armour damage: Success. Damage to <armour> = 1
Test: Guard is hit, 9 HP left.
Test: Guard (624) begins his turn.
Test: Selected attack by available AP: REGULAR
Test: Attack 23, attacker's data:dam_rng = 8-10, ammo = piercing
Test: Initial target is (-3.57;-11.43;1.52)
Test: Chance of a bad miss = 79, roll = 90
Test: Angle mistake as a result of a bad roll = 7.857143
Test: Target after alngle mistake is (-3.89;-11.73;1.52)
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: MapDoorAod.
Test: Projectile::onCollision - hit object name: (null).
Test: Projectile::onCollision - hit object ID: 23428.
Test: Guard (630) begins his turn.
Test: Selected attack by available AP: REGULAR
Test: Attack 24, attacker's data:dam_rng = 9-13, ammo = regular
Test: --- Attack 24, hit attempt (90/47) ---
Test: Chars: Guard (630) -> Hector (1)
Test: Weapon: Gladius (110)
Test: Attack: REGULAR
Test: Pos: (68;57) -> (68;58)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: yes.
Test: -----------------
Test: Hector (1) counter-attacks Guard (630).
Test: Attack 25, attacker's data:dam_rng = 17-21, ammo = regular
Test: --- Attack 25, hit attempt (43/100) ---
Test: Chars: Hector (1) -> Guard (630)
Test: Weapon: Shadhavar (123)
Test: Attack: FAST
Test: Pos: (68;58) -> (68;57)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 25, hit impact ---
Test: Victim's DR: 8.
Test: Weapon: Shadhavar (123)
Test: Chance to score a critical effect = 50, roll = 99
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 100, roll = 48
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 8 (8 victimDR) -> [0; 21]).
Test: Final damage = 13.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + -15 = 35
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 35 + 40 - 60 + 20 = 35
Test: Chance to damage armour = 35, roll = 46
Test: Guard is hit, -4 HP left.
Warning: CAudioSystem::getAudio - found no sounds for AudioExclamationDeathMaleMedium base.
Warning: CAudioSystem::playAudio - couldn't find audio profile.
Test: Guard dies.
Test: Guard (620) begins his turn.
Test: Guard (620) is crippled.
Test: Marcus (10) begins his turn.
Test: Guard (621) begins his turn.
Test: Selected attack by available AP: POWER
Test: Attack 26, attacker's data:dam_rng = 12-16, ammo = regular
Test: --- Attack 26, hit attempt (17/47) ---
Test: Chars: Guard (621) -> Marcus (10)
Test: Weapon: Hasta (140)
Test: Attack: POWER
Test: Pos: (70;64) -> (71;65)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 26, hit impact ---
Test: Victim's DR: 12.
Test: Weapon: Hasta (140)
Test: Chance to score a critical effect = 3, roll = 73
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 12 (12 victimDR) -> [0; 12]).
Test: Final damage = 0.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 20 + 15 = 35
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 35 + 20 - 90 + 0 = 0
Test: Chance to damage armour = 0, roll = 13
Test: Marcus is hit, 50 HP left.
Test: Guard (623) begins his turn.
Test: Guard (623) gets up from knockdown.
Test: Selected attack by available AP: FAST
Test: Attack 27, attacker's data:dam_rng = 12-16, ammo = regular
Test: --- Attack 27, hit attempt (63/32) ---
Test: Chars: Guard (623) -> Guardian (20)
Test: Weapon: Labrys (124)
Test: Attack: FAST
Test: Pos: (70;63) -> (71;63)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: no.
Test: -----------------
Test: Selected attack by available AP: FAST
Test: Attack 28, attacker's data:dam_rng = 12-16, ammo = regular
Test: --- Attack 28, hit attempt (37/32) ---
Test: Chars: Guard (623) -> Guardian (20)
Test: Weapon: Labrys (124)
Test: Attack: FAST
Test: Pos: (70;63) -> (71;63)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: yes.
Test: -----------------
Test: Guardian (20) counter-attacks Guard (623).
Test: Attack 29, attacker's data:dam_rng = 5-9, ammo = regular
Test: --- Attack 29, hit attempt (98/100) ---
Test: Chars: Guardian (20) -> Guard (623)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: DOUBLE STRIKE
Test: Pos: (71;63) -> (70;63)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 29, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 60, roll = 41
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 8]).
Test: Final damage = 10.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 40 + 0 = 0
Test: Chance to damage armour = 0, roll = 34
Test: Guard is hit, 17 HP left.
Test: --- Attack 29, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 60, roll = 13
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 8]).
Test: Final damage = 10.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 40 + 0 = 0
Test: Chance to damage armour = 0, roll = 94
Test: Guard is hit, 7 HP left.
Test: CombatTurn::start - combat turn #5 has started, because:
Test: Hector (1) has an enemy Guard (624).
Test: Hector (1) has an enemy Guard (623).
Test: Hector (1) has an enemy Guard (621).
Test: Hector (1) has an enemy Guard (620).
Test: 20
Test: 16
Test: 1
Test: 623
Test: 624
Test: 620
Test: 10
Test: 621
Test: Guardian (20) begins his turn.
Test: Attack 30, attacker's data:dam_rng = 5-9, ammo = regular
Test: --- Attack 30, hit attempt (81/100) ---
Test: Chars: Guardian (20) -> Guard (623)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: DOUBLE STRIKE
Test: Pos: (71;63) -> (70;63)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 30, hit impact ---
Test: Victim's DR: 6.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 60, roll = 69
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 62, roll = 90
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 6 (6 victimDR) -> [0; 8]).
Test: Final damage = 2.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 20 - 40 + 0 = 0
Test: Chance to damage armour = 0, roll = 1
Test: Guard is hit, 5 HP left.
Test: --- Attack 30, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 60, roll = 59
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 8]).
Test: Final damage = 10.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 40 + 0 = 0
Test: Chance to damage armour = 0, roll = 69
Test: Guard is hit, -5 HP left.
Test: Guard dies.
Test: Attack 31, attacker's data:dam_rng = 10-14, ammo = regular
Test: --- Attack 31, hit attempt (60/100) ---
Test: Chars: Guardian (20) -> Guard (621)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: SLASH
Test: Pos: (70;63) -> (70;64)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 31, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 20, roll = 11
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: yes
Test: Resisted damage: 0 (0 victimDR) -> [0; 14]).
Test: Final damage = 18.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 70 + 0 = 0
Test: Chance to damage armour = 0, roll = 79
Test: Guard is hit, 32 HP left.
Test: Roxana (16) begins his turn.
Test: Attack 32, attacker's data:dam_rng = 8-13, ammo = piercing
Test: Initial target is (-4.54;-9.51;1.18)
Test: --- Attack 32, hit attempt (23/100) ---
Test: Chars: Roxana (16) -> Guard (620)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;62) -> (70;65)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc620.
Test: Projectile::onCollision - hit object ID: 23652.
Test: --- Attack 32, hit impact ---
Test: Victim's DR: 4.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 15, roll = 89
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 80, roll = 43
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 4 (4 victimDR) -> [0; 9]).
Test: Final damage = 5.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 0 - 73 + 0 = 0
Test: Chance to damage armour = 0, roll = 87
Test: Guard is hit, 40 HP left.
Test: Attack 33, attacker's data:dam_rng = 8-13, ammo = piercing
Test: Initial target is (-4.54;-9.50;1.17)
Test: --- Attack 33, hit attempt (65/100) ---
Test: Chars: Roxana (16) -> Guard (620)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;62) -> (70;65)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc620.
Test: Projectile::onCollision - hit object ID: 23652.
Test: --- Attack 33, hit impact ---
Test: Victim's DR: 4.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 15, roll = 24
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 80, roll = 9
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 4 (4 victimDR) -> [0; 13]).
Test: Final damage = 9.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 0 - 73 + 0 = 0
Test: Chance to damage armour = 0, roll = 57
Test: Guard is hit, 31 HP left.
Test: Hector (1) begins his turn.
Test: Guard (624) begins his turn.
Test: CCharacter::reloadWeaponAI - selected ammo: Armor Piercing Missile
Test: Selected attack by available AP: REGULAR
Test: Attack 34, attacker's data:dam_rng = 8-10, ammo = piercing
Test: Initial target is (-3.49;-9.46;1.18)
Test: Chance of a bad miss = 88, roll = 88
Test: Angle mistake as a result of a bad roll = 1.500000
Test: Target after alngle mistake is (-3.46;-9.51;1.18)
Test: --- Attack 34, hit attempt (88/58) ---
Test: Chars: Guard (624) -> Marcus (10)
Test: Weapon: Heavy Crossbow (164)
Test: Attack: REGULAR
Test: Pos: (68;64) -> (71;65)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: yes.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: TerrainBlock.
Test: Projectile::onCollision - hit object name: (null).
Test: Projectile::onCollision - hit object ID: 23511.
Test: Guard (620) begins his turn.
Test: Guard (620) is crippled.
Test: Selected attack by available AP: POWER
Test: Attack 35, attacker's data:dam_rng = 12-16, ammo = regular
Test: --- Attack 35, hit attempt (90/54) ---
Test: Chars: Guard (620) -> Marcus (10)
Test: Weapon: Gladius (110)
Test: Attack: POWER
Test: Pos: (70;65) -> (71;65)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: no.
Test: -----------------
Test: Selected attack by available AP: POWER
Test: Attack 36, attacker's data:dam_rng = 12-16, ammo = regular
Test: --- Attack 36, hit attempt (72/54) ---
Test: Chars: Guard (620) -> Marcus (10)
Test: Weapon: Gladius (110)
Test: Attack: POWER
Test: Pos: (70;65) -> (71;65)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: yes.
Test: -----------------
Test: Marcus (10) counter-attacks Guard (620).
Test: Attack 37, attacker's data:dam_rng = 14-18, ammo = regular
Test: --- Attack 37, hit attempt (40/100) ---
Test: Chars: Marcus (10) -> Guard (620)
Test: Weapon: Sledgehammer (134)
Test: Attack: FAST
Test: Pos: (71;65) -> (70;65)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 37, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Sledgehammer (134)
Test: Chance to score a critical effect = 40, roll = 21
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 16]).
Test: Final damage = 18.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + 0 = 50
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 50 + 40 - 73 + 20 = 37
Test: Chance to damage armour = 37, roll = 68
Test: Guard is hit, 13 HP left.
Test: Marcus (10) begins his turn.
Test: Attack 38, attacker's data:dam_rng = 17-21, ammo = regular
Test: --- Attack 38, hit attempt (84/100) ---
Test: Chars: Marcus (10) -> Guard (620)
Test: Weapon: Sledgehammer (134)
Test: Attack: REGULAR
Test: Pos: (71;65) -> (70;65)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 38, hit impact ---
Test: Victim's DR: 8.
Test: Weapon: Sledgehammer (134)
Test: Chance to score a critical effect = 55, roll = 98
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 82, roll = 89
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 8 (8 victimDR) -> [0; 20]).
Test: Final damage = 12.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + 0 = 50
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 50 + 40 - 73 + 20 = 37
Test: Chance to damage armour = 37, roll = 58
Test: Guard is hit, 1 HP left.
Test: Guard (621) begins his turn.
Test: Guard (621) gets up from knockdown.
Test: Selected attack by available AP: POWER
Test: Attack 39, attacker's data:dam_rng = 12-16, ammo = regular
Test: --- Attack 39, hit attempt (64/47) ---
Test: Chars: Guard (621) -> Marcus (10)
Test: Weapon: Hasta (140)
Test: Attack: POWER
Test: Pos: (70;64) -> (71;65)
Test: Defense: dodge.
Test: Hit dodge.
Test: Passive defensive effect: yes.
Test: -----------------
Test: Marcus (10) counter-attacks Guard (621).
Test: Attack 40, attacker's data:dam_rng = 14-18, ammo = regular
Test: --- Attack 40, hit attempt (2/100) ---
Test: Chars: Marcus (10) -> Guard (621)
Test: Weapon: Sledgehammer (134)
Test: Attack: FAST
Test: Pos: (71;65) -> (70;64)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 40, hit impact ---
Test: Victim's DR: 12.
Test: Weapon: Sledgehammer (134)
Test: Chance to score a critical effect = 10, roll = 50
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 82, roll = 60
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 12 (12 victimDR) -> [0; 17]).
Test: Final damage = 5.
Test: -----------------
Test: Armour damage from attack effect: Success. Damage to <armour> = 2
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + -15 = 35
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 35 + 40 - 70 + 20 = 25
Test: Chance to damage armour = 25, roll = 82
Test: Guard is hit, 27 HP left.
Test: CombatTurn::start - combat turn #6 has started, because:
Test: Hector (1) has an enemy Guard (624).
Test: Hector (1) has an enemy Guard (621).
Test: Hector (1) has an enemy Guard (620).
Test: 20
Test: 16
Test: 1
Test: 624
Test: 620
Test: 10
Test: 621
Test: Guardian (20) begins his turn.
Test: Attack 41, attacker's data:dam_rng = 10-14, ammo = regular
Test: --- Attack 41, hit attempt (75/100) ---
Test: Chars: Guardian (20) -> Guard (621)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: SLASH
Test: Pos: (70;63) -> (70;64)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 41, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 20, roll = 9
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: yes
Test: Resisted damage: 0 (0 victimDR) -> [0; 11]).
Test: Final damage = 14.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 70 + 0 = 0
Test: Chance to damage armour = 0, roll = 20
Test: Guard is hit, 13 HP left.
Test: Attack 42, attacker's data:dam_rng = 10-14, ammo = regular
Test: --- Attack 42, hit attempt (45/100) ---
Test: Chars: Guardian (20) -> Guard (621)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: SLASH
Test: Pos: (70;63) -> (70;64)
Test: Defense: none.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 42, hit impact ---
Test: Victim's DR: 10.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 45, roll = 55
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 62, roll = 55
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 10 (10 victimDR) -> [0; 12]).
Test: Final damage = 2.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 70 + 0 = 0
Test: Chance to damage armour = 0, roll = 30
Test: Guard is hit, 11 HP left.
Test: Attack 43, attacker's data:dam_rng = 10-14, ammo = regular
Test: --- Attack 43, hit attempt (99/100) ---
Test: Chars: Guardian (20) -> Guard (621)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: SLASH
Test: Pos: (70;63) -> (70;64)
Test: Defense: none.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 43, hit impact ---
Test: Victim's DR: 10.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 45, roll = 73
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 62, roll = 72
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 10 (10 victimDR) -> [0; 12]).
Test: Final damage = 2.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 70 + 0 = 0
Test: Chance to damage armour = 0, roll = 41
Test: Guard is hit, 9 HP left.
Test: Roxana (16) begins his turn.
Test: Attack 44, attacker's data:dam_rng = 8-13, ammo = piercing
Test: Initial target is (-4.51;-9.54;1.18)
Test: --- Attack 44, hit attempt (52/100) ---
Test: Chars: Roxana (16) -> Guard (620)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;62) -> (70;65)
Test: Defense: block.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc620.
Test: Projectile::onCollision - hit object ID: 23652.
Test: --- Attack 44, hit impact ---
Test: Victim's DR: 4.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 15, roll = 41
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 80, roll = 18
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 4 (4 victimDR) -> [0; 12]).
Test: Final damage = 8.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 0 - 73 + 0 = 0
Test: Chance to damage armour = 0, roll = 92
Test: Guard is hit, -7 HP left.
Warning: CAudioSystem::getAudio - found no sounds for AudioExclamationDeathMaleMedium base.
Warning: CAudioSystem::playAudio - couldn't find audio profile.
Test: Guard dies.
Test: Attack 45, attacker's data:dam_rng = 8-13, ammo = piercing
Test: Initial target is (-3.90;-9.97;0.13)
Test: --- Attack 45, hit attempt (20/100) ---
Test: Chars: Roxana (16) -> Guard (621)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;62) -> (70;64)
Test: Defense: none.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc621.
Test: Projectile::onCollision - hit object ID: 23638.
Test: --- Attack 45, hit impact ---
Test: Victim's DR: 5.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 10, roll = 65
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 80, roll = 41
Test: Weapon passive effect scored: yes.
Test: Knockdown: no
Test: Resisted damage: 5 (5 victimDR) -> [0; 12]).
Test: Final damage = 7.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -15 = -15
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -15 + 0 - 70 + 0 = 0
Test: Chance to damage armour = 0, roll = 46
Test: Guard is hit, 2 HP left.
Test: Hector (1) begins his turn.
Test: Guard (624) begins his turn.
Test: CCharacter::reloadWeaponAI - selected ammo: Armor Piercing Missile
Test: Marcus (10) begins his turn.
Test: Attack 46, attacker's data:dam_rng = 14-18, ammo = regular
Test: --- Attack 46, hit attempt (27/100) ---
Test: Chars: Marcus (10) -> Guard (624)
Test: Weapon: Sledgehammer (134)
Test: Attack: FAST
Test: Pos: (71;65) -> (70;65)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 46, hit impact ---
Test: Victim's DR: 7.
Test: Weapon: Sledgehammer (134)
Test: Chance to score a critical effect = 85, roll = 89
Test: Critical effects scored: no.
Test: Chance to score a weapon passive effect = 82, roll = 96
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 7 (7 victimDR) -> [0; 16]).
Test: Final damage = 9.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + -15 = 35
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 35 + 40 - 61 + 20 = 34
Test: Chance to damage armour = 34, roll = 6
Test: Armour damage: Success. Damage to <armour> = 1
Test: Guard is hit, 41 HP left.
Test: Attack 47, attacker's data:dam_rng = 14-18, ammo = regular
Test: --- Attack 47, hit attempt (54/100) ---
Test: Chars: Marcus (10) -> Guard (624)
Test: Weapon: Sledgehammer (134)
Test: Attack: FAST
Test: Pos: (71;65) -> (70;65)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 47, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Sledgehammer (134)
Test: Chance to score a critical effect = 85, roll = 15
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 15]).
Test: Final damage = 17.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + 0 = 50
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 50 + 40 - 61 + 20 = 49
Test: Chance to damage armour = 49, roll = 80
Test: Guard is hit, 24 HP left.
Test: Guard (621) begins his turn.
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 0 - 70 + 0 = 0
Test: Chance to damage armour = 0, roll = 100
Test: Guard is hit, -1 HP left.
Test: Guard dies.
Test: Guard (621) is bleeding.
Test: Guard (621) is crippled.
Test: Guard (621) gets up from knockdown.
Test: CombatTurn::start - combat turn #7 has started, because:
Test: Hector (1) has an enemy Guard (624).
Test: 20
Test: 16
Test: 1
Test: 624
Test: 10
Test: Guardian (20) begins his turn.
Test: Attack 48, attacker's data:dam_rng = 10-14, ammo = regular
Test: --- Attack 48, hit attempt (79/100) ---
Test: Chars: Guardian (20) -> Guard (624)
Test: Weapon: Guardian's Gladius (7000)
Test: Attack: SLASH
Test: Pos: (70;64) -> (70;65)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: --- Attack 48, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Guardian's Gladius (7000)
Test: Chance to score a critical effect = 60, roll = 8
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: yes
Test: Resisted damage: 0 (0 victimDR) -> [0; 11]).
Test: Final damage = 14.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 20 - 61 + 0 = 0
Test: Chance to damage armour = 0, roll = 56
Test: Guard is hit, 10 HP left.
Test: Roxana (16) begins his turn.
Test: Attack 49, attacker's data:dam_rng = 8-13, ammo = piercing
Test: Initial target is (-4.51;-7.96;0.14)
Test: --- Attack 49, hit attempt (6/100) ---
Test: Chars: Roxana (16) -> Guard (624)
Test: Weapon: Long Bow (154)
Test: Attack: FAST
Test: Pos: (75;62) -> (70;66)
Test: Defense: none.
Test: Hit hit.
Test: Passive defensive effect: no.
Test: -----------------
Test: Projectile::onCollision - collided against object.
Test: Projectile::onCollision - hit object class: RTSUnit.
Test: Projectile::onCollision - hit object name: cc624.
Test: Projectile::onCollision - hit object ID: 23645.
Test: --- Attack 49, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Long Bow (154)
Test: Chance to score a critical effect = 70, roll = 21
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 13]).
Test: Final damage = 14.
Test: -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + 0 = 0
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 0 + 0 - 61 + 0 = 0
Test: Chance to damage armour = 0, roll = 64
Test: Guard is hit, -4 HP left.
Warning: CAudioSystem::getAudio - found no sounds for AudioExclamationDeathMaleMedium base.
Warning: CAudioSystem::playAudio - couldn't find audio profile.
Test: Guard dies.
Test: Music stop.
Test: Music play: art/sounds/music/civil_ambient.ogg
Test: CGC::endCombat - combat ended successfully.
Test: Loading dialogue data FRT_SetCamp.
Test: Opening dialogue screen.
Test: Setting up name label.
Test: Trying jumpers...
Test: Loading default part.
Error: CGameMap::checkRange - wrong parameters: x = 116, y = 160. mWidth: 150, mHeight: 150.

Here's the combat log if it helps. Where can I upload a savegame?
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,651
Location
Le Balkans
Ok i found 2 bugs

1. When i try to poison a stack of 20 arrows (either self made or bought), it only poisons 1 out of 20 (shows 1 poisoned and 19 as normal).
2. If you choose to sneak&CS in the pass on your way to Ordu camp you dont get 2 CS training points, not sure about body count.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
While the balance of rarity between each types of metal is good, I'm not really sure what's point of Crafting aside from skill checks.
All of the armor and weapons I'm using I took from enemies. By the time you gather enough ingots to craft something useful, you get something better instead.
And that smelter. A power module for 10 lbs of blue steel is not a good trade. The problem is not in quantity. It's just that blue steel itself is useless.

Sometimes I'm getting an error during combat (I think only when the spear passive ability is used): "Cpathfinder::getRelativePath() - none of directions match." It looks exactly like in the post above, just with a different message.

If you butcher Inferiae and jump below the dialogue will be the same as if nothing happened: "Two honor guards are posted there to discourage you from trying to escape. They look down with interest, exchanging comments."

If you poison the prospector near the Library of Saross, and then pass the Int skill check at the end — you won't get +1 bodycount.

"More problem solving" quest makes no sense if you're already crossed Forty Thieves (I saved Miltiades and killed Silvanus and Bassar).
During the quest, their boss offered me a collectors job, after giving him 1000 coins for the past transgression, but the reputation is still the same and I'm still now allowed to visit their base.
And you will probably be ambushed in the slums for killing Bassar / taking the gem anyway, although I killed them before so I'm not sure.

A few typos: http://i.picpar.com/s7Mc.jpg http://i.picpar.com/t7Mc.jpg http://i.picpar.com/u7Mc.jpg http://i.picpar.com/v7Mc.jpg
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,579
After Ganezzar was taken by IG the city doesn't change much up to the point where this talkative guard will say to me (a legatus left in charge of the city) that I shouldn't overstay my welcome: http://i.picpar.com/zGMc.jpg

If you betray IG in Maadoran, and before HA will send you to Ordu Senna will say how Lord Gaelius has "more men than Antidas and Meru combined", despite the fact that Antidas was dead at this point.

For some reason Glabrio will greet you two times when you meet him the second time: http://i.picpar.com/3GMc.jpg http://i.picpar.com/5GMc.jpg (one after another)

If during the first time in Dead River you will charge Respirator via dialogue, you won't actually get Charged Respirator, but one power module will be used.

Some problems at Zamedi: http://i.picpar.com/AGMc.jpg (after charging portal and moving below), http://i.picpar.com/HGMc.jpg

Some texture is missing on the map where you get the opportunity to escape (as IG) from the cage (after Teron): http://i.picpar.com/JGMc.jpg

A lot of similar stuff in the mining camp: http://i.picpar.com/KGMc.jpg http://i.picpar.com/LGMc.jpg http://i.picpar.com/MGMc.jpg

A whetstone found in Hellgate in one of the chests can't be stacked with other whetstones for some reason.

I think all of NPCs in the game that had dialogues will have this "fade to black" animation despite that they have nothing to say to you anymore, like that farmer on the Maadoran market.
I also noticed that many dialogues starting from Ganezzar and after do not have "fade to black" animation after you choose "Leave" option (like in almost all of dialogues in the game).

Many icons in the game have this problem:

OGMc.jpg
Would have been nice if you gave Abukar a more comfortable position:

QGMc.jpg
After visiting Al-Akia, the description says that it's already dark, but the map is the same as before: http://i.picpar.com/SGMc.jpg

If you click on dead scorpions after looting them, the game still shows that they have something on them: http://i.picpar.com/TGMc.jpg

After failing to convince Paullus to support Meru, and after going back from Teron you'll witness this: http://i.picpar.com/VGMc.jpg

A couple of typos: http://i.picpar.com/XGMc.jpg http://i.picpar.com/YGMc.jpg
 
Last edited:

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
In your last screenshot, the one that seems to show a punctuation typo for paragraph organization, I would say the lack of the quote mark at the end of the 1st paragraph is the normal usage. Let's call them "guillemet" (or quoting marks if you prefer). When quoting several paragraphs, the common rule is to introduce each of them with an opening guillemet. Only the last paragraph uses a closing guillemet.
I guess guillemets are quite rare in English, but it's the common rule at least for us in France.

And if you pay more attention to these quoting marks, you will notice that very often, the game makes a blend of these existing marks (‘ ’ “ ” ' ' " & ") inside a same speech, so it is very difficult to bring consistency here.
https://en.wikipedia.org/wiki/Quotation_mark
 

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
Paullus dialog must be fixed. If PC is a member of the Commercium, in quest MG9, Meru ask you to convince Paullus to join his House. But the dialog includes some unconsistencies and confuses at some passage Gaelius with Serenas. Can someone share a save game just before Meru sends you to Caer-Tor please?
 

Verylittlefishes

Sacro Bosco
Patron
Joined
Sep 14, 2019
Messages
4,731
Location
Oneoropolis
Need to reinstall game every play, because saves after loading become just black screen with interface. Steam version.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom