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=== Unwaveringly loyal === | === Unwaveringly loyal === | ||
− | Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}. | + | Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. In addition, they are unable to be converted to a different [[ideoligion]].{{IdeologyIcon}} They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}. |
− | + | Unwavering loyalty can be disabled in the [[storyteller settings]]. | |
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− | Unwavering loyalty can be disabled in the [[storyteller settings]] | ||
=== Caravans === | === Caravans === | ||
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==== Tame ==== | ==== Tame ==== | ||
− | A [[wild man]] can be | + | A [[wild man]] can be captured. They must be [[tame]]d, under the usual [[animal]] mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist. |
=== Release === | === Release === | ||
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Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point. | Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point. | ||
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=== Convert === | === Convert === | ||
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== Prison break == | == Prison break == | ||
− | {{ | + | {{stub|section=1|reason=Break mtb math - see PrisonBreakUtility}} |
In addition to prisoners being able to leave if there's an opening, prisoners have a small chance to actively break out and escape. This is affected by the following factors: | In addition to prisoners being able to leave if there's an opening, prisoners have a small chance to actively break out and escape. This is affected by the following factors: | ||
* Number of [[door]]s in their cell. | * Number of [[door]]s in their cell. | ||
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* [[Gene]]s relating to aggression.{{BiotechIcon}} | * [[Gene]]s relating to aggression.{{BiotechIcon}} | ||
* Number of prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening. | * Number of prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening. | ||
+ | * Despite the current state of the tooltip indicating otherwise, Mood does not affect prison break frequency. | ||
− | + | During a prison break, prisoners are able to open all doors. They will attempt to equip and use [[weapons]] and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. All prisoners in that cell or barracks are affected. Prisoners from different cells may also join in, or choose not to do so.{{Check Tag|Detail|Based on what factors? Proximity anecdotally seems to be a factor}} | |
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− | During a prison break, prisoners are able to open all doors. They will attempt to equip and use [[weapons]] and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. | ||
To fight escaping prisoners with less risk of killing them, use low damage weapons, unarmed combat, or melee with ranged weapons. Place your exits away from the map edge and keep as few doors as you need. Store weapons away from your prisoners, and watch out for downed fighters dropping their own weapons. Alternatively, brain implants that cause [[brain shock]] {{RoyaltyIcon}} can be implanted in long term or particularly unruly prisoners, and [[EMP]] weapons used to down them instantly and safely. | To fight escaping prisoners with less risk of killing them, use low damage weapons, unarmed combat, or melee with ranged weapons. Place your exits away from the map edge and keep as few doors as you need. Store weapons away from your prisoners, and watch out for downed fighters dropping their own weapons. Alternatively, brain implants that cause [[brain shock]] {{RoyaltyIcon}} can be implanted in long term or particularly unruly prisoners, and [[EMP]] weapons used to down them instantly and safely. | ||
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* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons. | * [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons. | ||
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s. | * [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s. | ||
− | * [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added | + | * [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added. |
− | + | * [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails. | |
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− | * [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails | ||
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[[Category:Characters]] | [[Category:Characters]] |