Sounds like she is claiming her arm was injured via a concussion grenade , but there hasn ' t been any evidence of concussion grenades used by anyone at the site . Why do you add the word concussion here ? All evidence so far supports her side of the story , even the Coleman with blood on it . <| sep |> Did you play a lot of Lost vs Damned when it was double cash by any chance ? <| sep |> Yeah , some prerelease videos including battle of the thundering falls first reveal , demo of it had incredible lighting . On another note , this reminds me of a missed opportunity that CA had with this game given the underways , caves and the great battlefield decorations we ' ve seen why there isn ' t any big obstacles or complex map structures that could be used to differentiate maps ? As it is right now , every map is a variation of some kind of slope with a few swampy bits or forestry bits that depending on the frequency of them , make maps more difficult to manage or more annoying to play on . that ' s a topic in and of itself how many people enjoy commanding battles during night , on a slope , with a dense forest with a micro heavy army ? Massive pain in the ass , anyway , back unto topicThis could have also been explored with sieges , with empire cities being sprawling messes , Karaks being claustrophobic chokepoints and murderholes , Dark goblin caves with numerous paths to sneaky sneaky people perhaps something worthy of rodents of unusual size ? , Orc and Beastmen settlements that don ' t exist , Brettonian castles with walls with ramps allowing cavalry to charge along the wall , etc . some examples how about a map set in a canyon ? How about a straight cave with flanking routes that go under or over the path and lead to an area farther down it ? How about an underway map with 4 corners connected by bridge ? Oh wait , instead CA will make some gorgeous assets then leave them in the periphery of the map with another boring , forested slope to fight on . Maybe .