Crime: Difference between revisions

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Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime. The player cannot talk to NPC's while they are investigating a crime.
Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime. The player cannot talk to NPC's while they are investigating a crime.


However, if you interrupt an NPC with {{SAI|Enthrall}} right after they've noticed a crime but before they start an investigation, they will be forcibly interrupted, unable to continue the investigation, they will not call the guards or question any party members, and they will not be suspicious of you, allowing for more criminal opportunities.
However, if you interrupt an NPC with {{SAI|Enthrall}} right after they've noticed a crime (signaled by them shouting "Thief!", "Someone's been in my pockets", etc.) but before they start an investigation, they will be forcibly interrupted, unable to continue the investigation, they will not call the guards or question any party members and they will not be suspicious of you, allowing for more criminal opportunities.


=== Questioning ===
=== Questioning ===