Output Log
Output Log
1p3 (a66397957d3b)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.0]
Renderer: NVIDIA GeForce GTX 780M (ID=0x119f)
Vendor: NVIDIA
VRAM: 4052 MB
Driver: 23.21.13.9135
Begin MonoManager ReloadAssembly
- Completed reload, in 0.102 seconds
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
Setting up 4 worker threads for Enlighten.
Thread -> id: 42be0 -> priority: 1
Thread -> id: 42c7c -> priority: 1
Thread -> id: 436d4 -> priority: 1
Thread -> id: 436c0 -> priority: 1
UnloadTime: 1.912462 ms
GameManager:Initialize()
AssetLoader initialized
Loading 0_Vector2.lua
Loading 1_Utils.lua
Loading 3_UnitEffects.lua
Loading 5_LootEffects.lua
Loading 6_UniqueEffects.lua
Loading Abilities_Assassin.lua
Loading Abilities_Battlemaster.lua
Loading Abilities_Leader.lua
Loading Abilities_Medic.lua
Loading Abilities_Scrapper.lua
Loading Abilities_Spec_Chemist.lua
Loading Abilities_Spec_Demolitioner.lua
Loading Abilities_Spec_Functionnaire.lua
Loading Abilities_Spec_MasterOfRobots.lua
Loading Abilities_Spec_Psyker.lua
Loading Abilities_Spec_Quartermaster.lua
Loading Abilities_Spec_ShieldExpert.lua
Loading Abilities_Spec_Strategist.lua
Loading Abilities_Spec_Tinker.lua
Loading Abilities_Surgeon.lua
Loading Abilities_TechSupport.lua
Loading Gassers_StartFunctions_.lua
Loading Personalities.lua
Loading Traps.lua
Loaded asset bundle xmldatabase
Loaded asset bundle cardscripts
reload tables
Using Steam cloud for save files
Localize: load tables
Read 70 quips from C:/Program Files (x86)/Steam/steamapps/common/Deep Sky
Derelicts/Deep Sky Derelicts_Data/StreamingAssets\CharacterQuips\en.txt
Read 70 quips from C:/Program Files (x86)/Steam/steamapps/common/Deep Sky
Derelicts/Deep Sky Derelicts_Data/StreamingAssets\CharacterQuips\ru.txt
AudioManager.Initialize
unsupported language , fall back to English
Settings loaded
ApplyVideoSettings
Set language: en
Unloading 6 Unused Serialized files (Serialized files now loaded: 2)
UnloadTime: 8.292186 ms
Unloading 660 unused Assets to reduce memory usage. Loaded Objects now: 6902.
Total: 60.340086 ms (FindLiveObjects: 0.992154 ms CreateObjectMapping: 0.265999 ms
MarkObjects: 58.960051 ms DeleteObjects: 0.121881 ms)
Unloading 129 unused Assets to reduce memory usage. Loaded Objects now: 5742.
Total: 44.253074 ms (FindLiveObjects: 0.891655 ms CreateObjectMapping: 0.286527 ms
MarkObjects: 42.970116 ms DeleteObjects: 0.103919 ms)
Unloading 5773 unused Assets to reduce memory usage. Loaded Objects now: 14761.
Total: 100.935447 ms (FindLiveObjects: 1.592578 ms CreateObjectMapping: 0.933993 ms
MarkObjects: 89.998229 ms DeleteObjects: 8.410218 ms)
Saved SavedGame_0.sav
* * * * GameManager >> SaveGame: Is called!
accept: Fortifying Barrier (601E64)
setcoremod Fortifying Barrier (601E64)
Saved SavedGame_0.sav
* * * * GameManager >> SaveGame: Is called!
Saved SavedGame_0.sav
* * * * GameManager >> SaveGame: Is called!
Saved SavedGame_0.sav
* * * * GameManager >> SaveGame: Is called!
Loading scene Ship
Unloading 6 Unused Serialized files (Serialized files now loaded: 3)
UnloadTime: 13.167426 ms
Unloading 88 unused Assets to reduce memory usage. Loaded Objects now: 7946.
Total: 92.252386 ms (FindLiveObjects: 0.994292 ms CreateObjectMapping: 0.309620 ms
MarkObjects: 89.036010 ms DeleteObjects: 1.911607 ms)
visit count: 5
Saved SavedGame_0.sav
* * * * GameManager >> SaveGame: Is called!
Null
Thorium Fragments (4F3A27)
Null
Destroyed Weapon (2BE57A)
Null
Destroyed Weapon (2BE57A)
Null
Burnt Superconductor Array (A33DA9)
GetConversantName: NPC
GetLocalizedActorName: NPC
PrepareStartCombat
*** set level Juggernaut Juggernaut 4
Juggernaut's Hammer
Juggernaut's Minigun
Juggernaut's Core
CombatManager: StartRound 1
invoke callback: Regenerative Suit
CombatManager: SelectNextUnit
CombatManager: SelectUnit Dragon
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Aimed Shot 1
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: First To Aid
add effect: Juggernaut Aimed Shot
Juggernaut: 0 shield dmg (0 -> 0), 12 health dmg (164 -> 152)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Dragon
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Steeler
invoke callback: Aimed Shot
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Steeler Vulnerability Shot 1
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: First To Aid
mod: Juggernaut DamageResistance
create effect
Juggernaut: 0 shield dmg (0 -> 0), 13 health dmg (152 -> 139)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Steeler
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Gustav
invoke callback: Aimed Shot
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Aimed Shot 1
invoke callback: Rehearsed
CardFinished False
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Aimed Shot 1
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
Juggernaut: 0 shield dmg (0 -> 0), 12 health dmg (139 -> 127)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Gustav
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Juggernaut
invoke callback: Aimed Shot
LuaUnit.ApplyDamage: Juggernaut source: Aimed Shot damage: 1.679783
Juggernaut: 0 shield dmg (0 -> 0), 2 health dmg (127 -> 125)
AI: StartTurn: Juggernaut
AI: CanPlayCard
AI: PlayCard: Launch Aidrone
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Juggernaut Launch Aidrone 1
invoke callback: Rehearsed
CanSummonUnit Enemies/Aidrone
ClearScene
SummonUnit Enemies/Aidrone
CanSummonUnit Enemies/Aidrone
*** set level Aidrone Aidrone 0
Aidrone Core
*** set level Aidrone Aidrone 4
Aidrone Core
AI: CardFinished True
AI: CardAnimationFinished: Launch Aidrone
AI: PlayCard success: Launch Aidrone
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Juggernaut
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: EndRound
CombatManager: StartRound 2
invoke callback: Regenerative Suit
CombatManager: SelectNextUnit
CombatManager: SelectUnit Dragon
invoke callback: Aimed Shot
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Explosive grenade 2
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
CardFinished False
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Pacify 1
invoke callback: Rehearsed
CardFinished False
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Explosive grenade 2
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
CardFinished False
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Adrenaline Booster 3
invoke callback: Rehearsed
invoke handler: First To Aid
mod: Gustav CardsToPlay
create effect
invoke handler: First To Aid
mod: Gustav Initiative
create effect
Screen position out of view frustum (screen pos 0.000000, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Derelicts.GameManager:LogWithStackTrace(String, String, LogType)
UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean)
Screen position out of view frustum (screen pos 0.000000, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Screen position out of view frustum (screen pos 0.403381, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Derelicts.GameManager:LogWithStackTrace(String, String, LogType)
UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean)
Screen position out of view frustum (screen pos 0.403381, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Screen position out of view frustum (screen pos 0.000000, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Derelicts.GameManager:LogWithStackTrace(String, String, LogType)
UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean)
Screen position out of view frustum (screen pos 0.000000, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Screen position out of view frustum (screen pos 0.403381, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Derelicts.GameManager:LogWithStackTrace(String, String, LogType)
UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean)
Screen position out of view frustum (screen pos 0.403381, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Screen position out of view frustum (screen pos 0.000000, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Derelicts.GameManager:LogWithStackTrace(String, String, LogType)
UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean)
Screen position out of view frustum (screen pos 0.000000, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Screen position out of view frustum (screen pos 0.403381, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
Derelicts.GameManager:LogWithStackTrace(String, String, LogType)
UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean)
Screen position out of view frustum (screen pos 0.403381, 164.000000, 1000.000000)
(Camera rect 0 164 0 784)
ClearScene
CardFinished True
CombatManager: EndUnitTurn Dragon
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Aidrone
invoke callback: Aimed Shot
AI: StartTurn: Aidrone
AI: CanPlayCard
AI: FriendsLessThan
AI: FriendsLessThan. Friends amount: 2
AI: FindFriendWithoutCardUsed
selected: Juggernaut
AI: PlayCard: Power Surge
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Aidrone Power Surge 2
invoke callback: Rehearsed
invoke handler: First To Aid
mod: Juggernaut Initiative
create effect
invoke handler: First To Aid
mod: Juggernaut CardsToPlay
create effect
ClearScene
AI: CardFinished True
AI: CardAnimationFinished: Power Surge
AI: PlayCard success: Power Surge
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Aidrone
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Juggernaut
invoke callback: Aimed Shot
LuaUnit.ApplyDamage: Juggernaut source: Aimed Shot damage: 1.679783
Juggernaut: 0 shield dmg (0 -> 0), 2 health dmg (125 -> 123)
AI: StartTurn: Juggernaut
AI: CanPlayCard
AI: HealthLessThan: 123 82
AI: PlayCard: Charge up
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Juggernaut Charge Up 3
invoke callback: Rehearsed
ClearScene
Charge Up Card: Critical Effect happend.
invoke handler: First To Aid
mod: Juggernaut Initiative
create effect
invoke handler: First To Aid
mod: Juggernaut Damage
create effect
AI: CardFinished True
AI: CardAnimationFinished: Charge Up
AI: PlayCard success: Charge up
AI: CanPlayCard
AI: HealthLessThan: 123 82
IsCardInUse > Modifier: Charge up **
AI: FindEnemyHasCardUsed
FindTargetWithTagInUse > tag: cover **
FindTargetWithTagInUse > tag: cover cards.Count: 3 ** False, didn't found target!
AI: PlayCard: Sustained fire
AI: PlayCard : Sustained fire > Not Found from the hand.
AI: FindEnemyWithoutCardUsed
selected: Steeler
AI: PlayCard: Threaten
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Juggernaut Threaten 3
invoke callback: Rehearsed
invoke handler: First To Aid
mod: Dragon Initiative
create effect
mod: Steeler Fear
create effect
ClearScene
AI: CardFinished True
AI: CardAnimationFinished: Threaten
AI: PlayCard success: Threaten
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Juggernaut
invoke callback: Distraction
mod remove: Juggernaut CardsToPlay
mod remove: Juggernaut Initiative
mod remove: Juggernaut DamageResistance
CombatManager: SelectNextUnit
CombatManager: SelectUnit Gustav
invoke callback: Charge Up
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Scrappy bomb 3
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
CardFinished False
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Scattershot 1
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
Juggernaut: 0 shield dmg (0 -> 0), 12 health dmg (123 -> 111)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Single Strike 0
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
Juggernaut: 0 shield dmg (0 -> 0), 5 health dmg (111 -> 106)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Gustav
invoke callback: Distraction
mod remove: Gustav Initiative
mod remove: Gustav CardsToPlay
CombatManager: SelectNextUnit
CombatManager: SelectUnit Steeler
invoke callback: Charge Up
CombatManager: EndUnitTurn Steeler
invoke callback: Distraction
mod remove: Steeler Fear
CombatManager: SelectNextUnit
CombatManager: EndRound
CombatManager: StartRound 3
invoke callback: Regenerative Suit
CombatManager: SelectNextUnit
CombatManager: SelectUnit Juggernaut
invoke callback: Charge Up
invoke handler: First To Aid
mod: Juggernaut CardsToPlay
create effect
AI: StartTurn: Juggernaut
AI: CanPlayCard
AI: HealthLessThan: 106 82
IsCardInUse > Modifier: Charge up **
AI: FindEnemyHasCardUsed
FindTargetWithTagInUse > tag: cover **
FindTargetWithTagInUse > tag: cover cards.Count: 3 ** False, didn't found target!
FindTargetWithoutThisTagInUse > tag: +stun **
FindTargetWithoutThisTagInUse > tag: +stun everybody.Count: 3 **
FindTargetWithoutThisTagInUse > tag: +stun allTheCards.Count: 96 **
FindTargetWithoutThisTagInUse > tag: +stun cards.Count: 7 **
selected: Gustav
AI: PlayCard: Smash
AI: PlayCard : Smash > Not Found from the hand.
AI: SelectRandomTarget
selected: Dragon
AI: PlayCard: Swing
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Juggernaut Swing 0
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
Dragon: 23 shield dmg (23 -> 0), 8 health dmg (42 -> 34)
ClearScene
AI: CardFinished True
invoke callback: Kinetic Generator
AI: CardAnimationFinished: Swing
AI: PlayCard success: Swing
AI: CanPlayCard
AI: HealthLessThan: 106 82
IsCardInUse > Modifier: Charge up **
AI: FindEnemyHasCardUsed
FindTargetWithTagInUse > tag: cover **
FindTargetWithTagInUse > tag: cover cards.Count: 3 ** False, didn't found target!
AI: SelectRandomTarget
selected: Gustav
AI: PlayCard: Swing
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Juggernaut Swing 1
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Energy Transformer
Gustav: 25 shield dmg (25 -> 0), 6 health dmg (51 -> 45)
ClearScene
AI: CardFinished True
invoke callback: Kinetic Generator
AI: CardAnimationFinished: Swing
AI: PlayCard success: Swing
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Juggernaut
invoke callback: Distraction
mod remove: Juggernaut CardsToPlay
CombatManager: SelectNextUnit
CombatManager: SelectUnit Dragon
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Aimed Shot 3
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
CardFinished False
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Reflex Booster 0
invoke callback: Rehearsed
invoke handler: First To Aid
mod: Dragon Evasion
create effect
invoke handler: First To Aid
mod: Dragon Initiative
create effect
ClearScene
CardFinished True
CombatManager: EndUnitTurn Dragon
invoke callback: Distraction
mod remove: Dragon Initiative
CombatManager: SelectNextUnit
CombatManager: SelectUnit Aidrone
AI: StartTurn: Aidrone
AI: CanPlayCard
AI: FriendsLessThan
AI: FriendsLessThan. Friends amount: 2
AI: FindFriendWithoutCardUsed
selected: Juggernaut
AI: PlayCard: Power Surge
AI: PlayCard : Power Surge > Not Found from the hand.
AI: FindFriendWithoutCardUsed
selected: Juggernaut
AI: PlayCard: Shield Projection
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Aidrone Shield Projection 2
invoke callback: Rehearsed
ClearScene
invoke handler: First To Aid
add effect: Juggernaut Shield Projection
AI: CardFinished True
AI: CardAnimationFinished: Shield Projection
AI: PlayCard success: Shield Projection
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Aidrone
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Steeler
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Steeler Aimed Shot 3
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Steeler
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Gustav
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Explosive grenade 2
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Shield Projection
invoke handler: First To Aid
mod: Juggernaut Fear
create effect
invoke handler: First To Aid
mod: Juggernaut Initiative
create effect
Juggernaut: 4 shield dmg (10 -> 6), 0 health dmg (106 -> 106)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Gustav
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: EndRound
CombatManager: StartRound 4
invoke callback: Regenerative Suit
CombatManager: SelectNextUnit
CombatManager: SelectUnit Juggernaut
AI: StartTurn: Juggernaut
*** AI: EndTurn
CombatManager: EndUnitTurn Juggernaut
invoke callback: Distraction
mod remove: Juggernaut Fear
mod remove: Juggernaut Damage
mod remove: Juggernaut Initiative
CombatManager: SelectNextUnit
CombatManager: SelectUnit Dragon
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Aimed Shot 2
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Shield Projection
Juggernaut: 6 shield dmg (6 -> 0), 5 health dmg (106 -> 101)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Dragon
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Aidrone
AI: StartTurn: Aidrone
AI: CanPlayCard
AI: FriendsLessThan
AI: FriendsLessThan. Friends amount: 2
AI: FindFriendWithoutCardUsed
selected: Juggernaut
AI: PlayCard: Power Surge
AI: PlayCard : Power Surge > Not Found from the hand.
AI: FindFriendWithoutCardUsed
selected: Juggernaut
AI: PlayCard: Shield Projection
AI: PlayCard : Shield Projection > Not Found from the hand.
AI: SelectFriendlyWithStatType > Friends: 2
selected: Juggernaut
AI: PlayCard: Shield Projection
AI: PlayCard : Shield Projection > Not Found from the hand.
AI: FindEnemyHasCardUsed
AI: FindEnemyWithoutCardUsed
selected: Steeler
AI: PlayCard: Detect Vulnerabilities
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Aidrone Detect Vulnerabilities 1
invoke callback: Rehearsed
invoke handler: First To Aid
mod: Dragon Initiative
create effect
mod: Steeler DamageResistance
create effect
ClearScene
AI: CardFinished True
AI: CardAnimationFinished: Detect Vulnerabilities
AI: PlayCard success: Detect Vulnerabilities
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Aidrone
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Steeler
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Steeler Aimed Shot 2
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
Juggernaut: 0 shield dmg (0 -> 0), 13 health dmg (101 -> 88)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Steeler
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Gustav
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Ripping Strike 2
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
Juggernaut: 0 shield dmg (0 -> 0), 7 health dmg (88 -> 81)
invoke handler: First To Aid
add effect: Juggernaut Ripping Strike
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Gustav
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: EndRound
CombatManager: StartRound 5
invoke callback: Regenerative Suit
CombatManager: SelectNextUnit
CombatManager: SelectUnit Dragon
invoke callback: Ripping Strike
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Reflex Booster 2
invoke callback: Rehearsed
invoke handler: First To Aid
mod: Gustav Evasion
create effect
invoke handler: First To Aid
mod: Gustav Initiative
create effect
ClearScene
CardFinished True
CombatManager: EndUnitTurn Dragon
invoke callback: Distraction
mod remove: Dragon Initiative
CombatManager: SelectNextUnit
CombatManager: SelectUnit Aidrone
invoke callback: Ripping Strike
AI: StartTurn: Aidrone
AI: CanPlayCard
AI: FriendsLessThan
AI: FriendsLessThan. Friends amount: 2
AI: FindFriendWithoutCardUsed
selected: Juggernaut
AI: PlayCard: Power Surge
AI: PlayCard : Power Surge > Not Found from the hand.
AI: FindFriendWithoutCardUsed
selected: Juggernaut
AI: PlayCard: Shield Projection
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Aidrone Shield Projection 3
invoke callback: Rehearsed
ClearScene
invoke handler: First To Aid
add effect: Juggernaut Shield Projection
AI: CardFinished True
AI: CardAnimationFinished: Shield Projection
AI: PlayCard success: Shield Projection
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Aidrone
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Gustav
invoke callback: Ripping Strike
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Self Recharge 2
invoke callback: Rehearsed
ClearScene
CardFinished True
CombatManager: EndUnitTurn Gustav
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Steeler
invoke callback: Ripping Strike
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Steeler Aimed Shot 5
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Shield Projection
Juggernaut: 10 shield dmg (10 -> 0), 20 health dmg (81 -> 61)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Steeler
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Juggernaut
invoke callback: Ripping Strike
LuaUnit.ApplyDamage: Juggernaut source: Ripping Strike damage: 2.772
Juggernaut: 0 shield dmg (0 -> 0), 3 health dmg (61 -> 58)
AI: StartTurn: Juggernaut
AI: CanPlayCard
AI: HealthLessThan: 58 82
AI: PlayCard: Prepare
AI: PlayCard : Prepare > Not Found from the hand.
AI: PlayCard: Charge up
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Juggernaut Charge Up 1
invoke callback: Rehearsed
ClearScene
invoke handler: First To Aid
mod: Juggernaut Initiative
create effect
invoke handler: First To Aid
mod: Juggernaut Damage
create effect
AI: CardFinished True
AI: CardAnimationFinished: Charge Up
AI: PlayCard success: Charge up
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Juggernaut
invoke callback: Distraction
mod remove: Juggernaut Initiative
CombatManager: SelectNextUnit
CombatManager: EndRound
CombatManager: StartRound 6
invoke callback: Regenerative Suit
CombatManager: SelectNextUnit
CombatManager: SelectUnit Dragon
invoke callback: Charge Up
invoke callback: Ripping Strike
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Reflex Booster 2
invoke callback: Rehearsed
invoke handler: First To Aid
mod: Dragon Evasion
create effect
invoke handler: First To Aid
mod: Dragon Initiative
create effect
ClearScene
CardFinished True
CombatManager: EndUnitTurn Dragon
invoke callback: Distraction
mod remove: Dragon Initiative
mod remove: Dragon Evasion
CombatManager: SelectNextUnit
CombatManager: SelectUnit Juggernaut
invoke callback: Charge Up
invoke handler: First To Aid
mod: Juggernaut CardsToPlay
create effect
invoke callback: Ripping Strike
LuaUnit.ApplyDamage: Juggernaut source: Ripping Strike damage: 2.772
Juggernaut: 0 shield dmg (0 -> 0), 3 health dmg (58 -> 55)
AI: StartTurn: Juggernaut
AI: CanPlayCard
AI: HealthLessThan: 55 82
AI: PlayCard: Prepare
AI: PlayCard : Prepare > Not Found from the hand.
IsCardInUse > Modifier: Charge up **
AI: FindEnemyHasCardUsed
selected: Steeler
AI: PlayCard: Swing
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Juggernaut Swing 6
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
Steeler: 45 shield dmg (45 -> 0), 7 health dmg (56 -> 49)
ClearScene
AI: CardFinished True
invoke callback: Kinetic Generator
AI: CardAnimationFinished: Swing
AI: PlayCard success: Swing
AI: CanPlayCard
AI: HealthLessThan: 55 82
AI: PlayCard: Prepare
AI: PlayCard : Prepare > Not Found from the hand.
IsCardInUse > Modifier: Charge up **
AI: FindEnemyHasCardUsed
selected: Steeler
AI: PlayCard: Swing
AI: PlayCard : Swing > Not Found from the hand.
AI: PlayCard: Full Automatic Fire
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Juggernaut Full Automatic Fire 0
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
Steeler: 0 shield dmg (0 -> 0), 11 health dmg (49 -> 38)
Steeler: 0 shield dmg (0 -> 0), 7 health dmg (38 -> 31)
Steeler: 0 shield dmg (0 -> 0), 8 health dmg (31 -> 23)
Steeler: 0 shield dmg (0 -> 0), 8 health dmg (23 -> 15)
Steeler: 0 shield dmg (0 -> 0), 15 health dmg (15 -> 0)
Steeler: 0 shield dmg (0 -> 0), 8 health dmg (0 -> -8)
Steeler: 0 shield dmg (0 -> 0), 11 health dmg (-8 -> -19)
Steeler: 0 shield dmg (0 -> 0), 13 health dmg (-19 -> -32)
Steeler: 0 shield dmg (0 -> 0), 9 health dmg (-32 -> -41)
invoke handler: Energy Transformer
ClearScene
Steeler killed, attack card: Full Automatic Fire
AI: CardFinished True
invoke callback: Kinetic Generator
AI: CardAnimationFinished: Full Automatic Fire
AI: PlayCard success: Full Automatic Fire
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Juggernaut
invoke callback: Distraction
mod remove: Juggernaut CardsToPlay
CombatManager: SelectNextUnit
CombatManager: SelectUnit Gustav
invoke callback: Ripping Strike
Read 264862 bytes
Read 265928 bytes
load game: SavedGame_0.sav
Read 264862 bytes
Added 0 missing actors and 0 items
Loaded SavedGame_0.sav
Loading scene Ship
Unloading 7 Unused Serialized files (Serialized files now loaded: 3)
UnloadTime: 29.329705 ms
Unloading 5377 unused Assets to reduce memory usage. Loaded Objects now: 8364.
Total: 112.800244 ms (FindLiveObjects: 1.233778 ms CreateObjectMapping: 0.712469 ms
MarkObjects: 103.449190 ms DeleteObjects: 7.403951 ms)
visit count: 5
DOTWEEN :: An error inside a tween callback was silently taken care of >
(Filename:
C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Saved SavedGame_0.sav
* * * * GameManager >> SaveGame: Is called!
Null
Junk Neural Servo (7D4948)
Null
Scrap Component (8B83AA)
*** set level Generic NPC Generic NPC 0
*** set level Generic NPC Generic NPC 0
*** set level Generic NPC Generic NPC 0
GetConversantName: Emerson
GetLocalizedActorName: Emerson
Null
Broken Energy Cell (79D697)
Null
Junk Component (8193F8)
GetConversantName: Death Warden
GetLocalizedActorName: Death Warden
GetConversantName: Warsister
GetLocalizedActorName: Warsister
accept: Sustaining Explorer's Magnetizer Node (77FBBF)
GetConversantName: Preserver
GetLocalizedActorName: Preserver
PrepareStartCombat
*** set level Preserver Preserver 4
Preserver Shock Rod
Preserver Shield
*** set level Preserver Preserver 4
Preserver Shock Rod
Preserver Shield
*** set level Preserver Preserver 4
Preserver Shock Rod
Preserver Shield
CombatManager: StartRound 1
invoke callback: Regenerative Suit
invoke callback: Regenerative Suit
CombatManager: SelectNextUnit
CombatManager: SelectUnit Dragon
invoke callback: Ripping Strike
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Pacify 0
invoke callback: Rehearsed
invoke callback: Rehearsed
CardFinished False
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Dragon Explosive grenade 3
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
Preserver: 5 shield dmg (64 -> 59), 0 health dmg (40 -> 40)
Preserver: 5 shield dmg (64 -> 59), 0 health dmg (40 -> 40)
Preserver: 5 shield dmg (64 -> 59), 0 health dmg (40 -> 40)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Dragon
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Preserver
invoke callback: Ripping Strike
AI: StartTurn: Preserver
AI: CanPlayCard
AI: IsTeamHealthLessThan
AI: IsTeamHealthLessThan. CurrentTeamHealth: 120 limit 48
AI: PlayCard: Protective Stance
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Preserver Protective Stance 3
invoke callback: Rehearsed
invoke handler: First To Aid
add effect: Preserver Protective Stance
ClearScene
invoke handler: First To Aid
mod: Preserver DamageResistance
create effect
AI: CardFinished True
AI: CardAnimationFinished: Protective Stance
AI: PlayCard success: Protective Stance
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Preserver
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Preserver
invoke callback: Ripping Strike
AI: StartTurn: Preserver
AI: CanPlayCard
AI: IsTeamHealthLessThan
AI: IsTeamHealthLessThan. CurrentTeamHealth: 120 limit 48
AI: PlayCard: Taunting Stance
AI: PlayCard : Taunting Stance > Not Found from the hand.
AI: PlayCard: Protective Stance
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Preserver Protective Stance 1
invoke callback: Rehearsed
invoke handler: First To Aid
add effect: Preserver Protective Stance
ClearScene
invoke handler: First To Aid
mod: Preserver DamageResistance
create effect
AI: CardFinished True
AI: CardAnimationFinished: Protective Stance
AI: PlayCard success: Protective Stance
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Preserver
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Preserver
invoke callback: Ripping Strike
AI: StartTurn: Preserver
AI: CanPlayCard
AI: IsTeamHealthLessThan
AI: IsTeamHealthLessThan. CurrentTeamHealth: 120 limit 48
AI: PlayCard: Taunting Stance
AI: PlayCard : Taunting Stance > Not Found from the hand.
AI: PlayCard: Protective Stance
AI: PlayCard : Protective Stance > Not Found from the hand.
AI: HealthLessThan: 40 20
AI: IsEnemyTeamShieldsMoreThan
AI: PlayCard: Burst of Electricity
AI: PlayCard : Burst of Electricity > Not Found from the hand.
AI: SelectRandomTarget
selected: Steeler
AI: PlayCard: Shock Strike
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Preserver Shock Strike 0
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
Steeler: 29 shield dmg (45 -> 16), 0 health dmg (56 -> 56)
**Preserver: Shock Strike ** target: Steeler
ClearScene
AI: CardFinished True
invoke callback: Kinetic Generator
invoke callback: Kinetic Generator
AI: CardAnimationFinished: Shock Strike
AI: PlayCard success: Shock Strike
AI: CanPlayCard
*** AI: EndTurn
CombatManager: EndUnitTurn Preserver
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Steeler
invoke callback: Ripping Strike
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Steeler Single Strike 0
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
invoke handler: First To Aid
mod: Preserver Initiative
create effect
CryoEffectStart Steeler Preserver 11
Preserver: 13.01083 shield dmg (59 -> 45.98917), 0 health dmg (40 -> 40)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Steeler
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: SelectUnit Gustav
invoke callback: Ripping Strike
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Scrappy bomb 1
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
CardFinished False
CombatManager: ExecuteUnitAction Derelicts.PlayCardAction
CombatManager: PlayCard Gustav Draining Strike 3
invoke callback: Rehearsed
invoke handler: Understanding of Anatomy
invoke handler: Understanding of Anatomy
Preserver: 9 shield dmg (45.98917 -> 36.98917), 0 health dmg (40 -> 40)
ClearScene
CardFinished True
invoke callback: Kinetic Generator
invoke callback: Kinetic Generator
CombatManager: EndUnitTurn Gustav
invoke callback: Distraction
CombatManager: SelectNextUnit
CombatManager: EndRound
CombatManager: StartRound 2
invoke callback: Regenerative Suit
invoke callback: Regenerative Suit
DOTWEEN :: An error inside a tween callback was silently taken care of >
at (wrapper managed-to-native)
UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal
(System.Collections.IEnumerator)
at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in
<filename unknown>:0
at Derelicts.TextPopupQueue.StartQueue () [0x00000] in <filename unknown>:0
at Derelicts.TextPopupQueue.ShowPopup (System.String text, Color color) [0x00000]
in <filename unknown>:0
at Derelicts.UnitView.ShowTextPopup (System.String text, Color color) [0x00000]
in <filename unknown>:0
at Derelicts.CombatUnit.Heal (Single shields, Single health, System.String
popupText, Boolean addTechBonus) [0x00000] in <filename unknown>:0
at Derelicts.LuaUnit.Heal (Language.Lua.LuaValue[] args) [0x00000] in <filename
unknown>:0
at Language.Lua.MethodCall.Evaluate (Language.Lua.LuaValue baseValue,
Language.Lua.LuaTable enviroment) [0x00000] in <filename unknown>:0
at Language.Lua.PrimaryExpr.Evaluate (Language.Lua.LuaTable enviroment) [0x00000]
in <filename unknown>:0
at Language.Lua.ExprStmt.Execute (Language.Lua.LuaTable enviroment,
System.Boolean& isBreak) [0x00000] in <filename unknown>:0
at Language.Lua.Chunk.Execute (System.Boolean& isBreak) [0x00000] in <filename
unknown>:0
at Language.Lua.Chunk.Execute (Language.Lua.LuaTable enviroment, System.Boolean&
isBreak) [0x00000] in <filename unknown>:0
at Language.Lua.IfStmt.Execute (Language.Lua.LuaTable enviroment, System.Boolean&
isBreak) [0x00000] in <filename unknown>:0
at Language.Lua.Chunk.Execute (System.Boolean& isBreak) [0x00000] in <filename
unknown>:0
at Language.Lua.Chunk.Execute () [0x00000] in <filename unknown>:0
at Language.Lua.FunctionBody+<Evaluate>c__AnonStorey1.<>m__0
(Language.Lua.LuaValue[] args) [0x00000] in <filename unknown>:0
at Language.Lua.LuaFunction.Invoke (Language.Lua.LuaValue[] args) [0x00000] in
<filename unknown>:0
at Derelicts.LuaEvents.InvokeCallbacks (System.Collections.Generic.List`1
callbacks, Language.Lua.LuaValue[] args) [0x00000] in <filename unknown>:0
at Derelicts.LuaEvents.InvokeEventCallbacks (LuaEventType eventType,
Language.Lua.LuaValue[] args) [0x00000] in <filename unknown>:0
at Derelicts.LuaEvents.OnRoundStarted (Int32 roundNumber) [0x00000] in <filename
unknown>:0
at ActionExtension.SafeInvoke[Int32] (System.Action`1 action, Int32 arg)
[0x00000] in <filename unknown>:0
at Derelicts.Events.RoundStarted (Int32 roundNumber) [0x00000] in <filename
unknown>:0
at Derelicts.CombatManager.StartRound () [0x00000] in <filename unknown>:0
at DG.Tweening.Tween.OnTweenCallback (DG.Tweening.TweenCallback callback)
[0x00000] in <filename unknown>:0
(Filename:
C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
DOTWEEN :: An error inside a tween callback was silently taken care of >
(Filename:
C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
DOTWEEN :: An error inside a tween callback was silently taken care of >
(Filename:
C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp
Line: 51)
Set language: en
unsupported language , fall back to English
Set language: en
Settings loaded
Set language: en
unsupported language , fall back to English
Set language: en
Settings loaded
Read 264874 bytes
Read 265928 bytes
load game: SavedGame_0.sav
Read 264874 bytes
Added 0 missing actors and 0 items
Loaded SavedGame_0.sav
Loading scene Ship
Unloading 7 Unused Serialized files (Serialized files now loaded: 3)
UnloadTime: 19.023703 ms
Unloading 4555 unused Assets to reduce memory usage. Loaded Objects now: 9343.
Total: 146.874756 ms (FindLiveObjects: 1.164925 ms CreateObjectMapping: 1.007977 ms
MarkObjects: 138.017213 ms DeleteObjects: 6.684639 ms)
visit count: 5
Saved SavedGame_0.sav
* * * * GameManager >> SaveGame: Is called!
* * * * GameManager >> OnApplicationQuit: Is called!
Saved SavedGame_0.sav
* * * * GameManager >> SaveGame: Is called!
* * * * SteamManager >> OnDestroy: Is called!
* * * * SteamManager >> OnDestroy: Is done!