Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(slight oddity from the underlying code: At alarm level 5, all current guards become alerted, but it's not until alarm level 6 that spawning guards are forced to be alerted. This doesn't come up normally because enforcers explicitly spawn alerted.)
---
Thanks for pointing out the misconfigured tooltip. That'll be in the next release when I get around to it.
Mixed - On alarm levels 1-2 it respawns alone. On alarm levels 3-4 it respawns, in a "patrolling" state with a random patrol. On alarm levels 5 and up it respawns in an "alerted" state, accompanied by an enforcer.
Question: Does it get delivered immediately or is there some delay, like waiting until the next turn or something? I think there should be some generation for this to maybe tweak the delay a bit.
This KOs you for 2 turns.