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Witnesses and pursuit

Witnesses and pursuit describes how a guard moves from a visible event to suspicion, approach and dialogue. The same-release sources confirm the guard trigger conditions, two-stage random checks, stolen-item inspection branch, low-reputation branch, and panic or hostility escalation; the guard's exact vision value, a complete pursuit distance and every case's decay rules are not closed.

Contents

When the witness check runs

A guard does not search every turn unconditionally. The source continues only when the guard has just become visible, its field-of-view log timer is 0, the room allows punishment, and the guard is still neutral and working or idle. The player must also pass the guard's vision check and be within the guard's own vision radius. The current material does not provide a safe universal table of vision values.

When the witness check runs
ConditionPlayer-facing meaning
Becomes visible while the visibility log timer is 0The same guard does not open a new check every turn
Room allows punishment dialogueSome special rooms do not enter this guard path
Vision check passes and tile distance is within the guard's own vision radiusThis check does not hit through a failed line-of-sight or beyond the guard's own radius

The two suspicion checks

After the prerequisites pass, the source tries the stolen-item branch first: it supplies a base chance input of 5 times a modifier and also requires a marked stolen item to be found. If that does not make the guard suspicious, it checks whether settlement reputation is below 2000 and performs a second check with 0.5 times the same modifier. The modifier starts at 1; a reinforcements situation adds one condition and an equipped burglar backpack adds another, then the modifier is the condition count times 3 with a minimum of 1. The random helper treats inputs of 100 or more as guaranteed; this article keeps the source inputs instead of rewriting them as unverified fixed percentages.

The two suspicion checks
BranchAdditional conditionChance input used by the source
Stolen-item inspectionA marked stolen item is found5 × modifier
Low-reputation suspicionOwning settlement reputation < 2000; first branch did not resolve suspicion0.5 × modifier
ModifierReinforcements +1 condition; equipped burglar backpack +1 conditionmax(1, condition count × 3)

What the guard does after suspicion

When either branch resolves suspicion, the guard marks the player as a suspect and moves toward them. At interaction distance, a faction crime status above 0 opens the crime-punishment dialogue; otherwise the guard opens the crime-inventory check dialogue. After the dialogue, the guard clears the suspect flag and returns to its work route. A guard walking over is therefore not itself a fine or jail result; the punishment split is decided by the crime record and the following dialogue.

What the guard does after suspicion
StageEntryConfirmed result
Mark suspectStolen-item or low-reputation branch resolvesGuard sets the suspect flag and approaches
Existing crime recordReaches interaction distance with crime status > 0Opens the crime-punishment dialogue
Inspect itemsReaches interaction distance without a usable crime recordOpens the crime-inventory check dialogue

Panic and hostility escalation

Some escalation paths turn on settlement panic: the map state becomes panic and simple NPCs no longer remain neutral. When a guard or another NPC becomes hostile, the player is added to enemy lists and the NPC begins attacking or pursuing. Panic does not disappear merely because the player moves one tile away. The source can pre-clear panic in a safe room when there is no active crime record and no enemy still pursuing the player; the normal pay-fine and jail paths also clear panic.

Panic and hostility escalation
StatePlayer impact
Settlement enters panicSimple NPCs lose neutrality; enemy lists can spread
Settlement panic is clearedEnemy lists and targets are cleared and non-work states restore neutrality
Safe room, no active crime and no enemy still pursuingPanic may be cleared early

How an active crime changes pursuit

When an active crime tracker or settlement panic exists, the NPC crime validator adds the player to enemy lists; non-guard NPC work states can also be interrupted. This check explains who treats the player as an enemy, but it does not replace the crime article's status, penalty and disposition flow. After the crime record is cleared, NPCs can recalculate their state from the map's panic and neutrality state.

Rules not yet closed

The same-release export does not provide a fixed vision value applicable to every guard, a complete pursuit distance and break-off rule, a full list of events that can trigger the witness check, or one table for time decay and pursuit duration for every offence. Do not read a guard seeing the player as a completed punishment; first check whether the stolen-item or low-reputation branch resolved, then follow the dialogue path after the guard arrives.

References

Game version 0.9.4.25

  1. 0.9.4.25 guard visibility event and witness check
  2. 0.9.4.25 chance inputs and guaranteed-success boundary
  3. 0.9.4.25 guard approach, inspection and punishment dialogue paths
  4. 0.9.4.25 panic, enemy lists and state cleanup
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