Timeslip Softworks Forums

Vigilantes => Resolved Bugs => : ushas May 09, 2017, 01:29:22 AM

: [Resolved] Interrogating enemies after loosing a battle
: ushas May 09, 2017, 01:29:22 AM
(v16, linux)

1. Practically - you can loose a battle, the game shows a dialog with 'continue' button and afterwards it says there is an enemy to question...

2. Moreover I tried to loose without hurting anybody and still got a subject afterwards.

3. Didn't play enough, so take this with a grain of salt, but it seems we are getting one after every mission regardless?

I'm reporting this because the behavior doesn't fit expected chances at getting a subject. But it can also be simply WIP. Pardon me if misunderstood then.
: Re: Interrogating enemies after loosing a battle
: Daithi May 09, 2017, 09:22:30 AM
Yeah, this just shouldn't happen. The general rule is if you can loot, you can interrogate. Obviously some issues to tackle with interrogation code. Will fix.
: Re: [Fix Req] Interrogating enemies after loosing a battle
: ushas May 09, 2017, 10:50:46 PM
4. If we flee the battle without hurting anybody the game also offers a subject as if all enemies were incapacitated.


Had an encounter with 4 Survivalists - 3 incapacitated + 1 flees the battle. Ray incapacitated:

5. Looks like no matter the number of enemies and how many of them fled, the log still reports this line:
:
InterrogationManager.SetupInterrogation. Total Enemies: 5 incapacitated enemies: 5 chance to find conscious enemy: 90 has found conscious enemy: True   Though it doesn't automatically mean the calculation itself uses those numbers.

6. Incapacitated party members can interrogate enemies too. Not sure if bug or feature.
: Re: [Fix Req] Interrogating enemies after loosing a battle
: Daithi May 10, 2017, 08:32:24 PM
Will check it out. Have allowed incapacitated party members to interrogate for now - may change though.