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about 5 years ago - /u/RhysGGG - Direct link

FYI, you don't need to spam new Foothills instances just to break someone out of prison so that an encounter can generate. In 3.8.0, we changed it so that Betrayal encounters can fall back to jobless or even imprisoned members where necessary, instead of just being unable to generate the encounter.

If it pulls someone out of prison, it will grant you all of their pending intelligence at once, so you don't lose out, however it cannot pull someone out of prison if it would max out the intelligence for that job, because that wouldn't actually let the encounter generate.

about 5 years ago - /u/RhysGGG - Direct link

Originally posted by Fightgarrrrr

That makes sense now that you explain it. It has felt like a bug every time I noticed this happen recently (WTF Hillock i just put you in jail, what are you doing here!) but I can accept that it does this when there is no other option. The bigger issue with this is MUH LORE!

Please spend another gajillion dollars on more VA and coding that lets each syndicate member explain how they busted out of prison early, k thx ;)

Thematically, you could think of it as the prisoner breaking under Jun's interrogation and spilling the beans, then being released early.

about 5 years ago - /u/RhysGGG - Direct link

Originally posted by ThreeMoonTide

Do they give the same amount of intelligence they would have over the 3 turns still then?

Yes

about 5 years ago - /u/RhysGGG - Direct link

Originally posted by SunRiseStudios

Can confirm that you can still lose encounter if complete Safehouse. Just 2 encounters after doing Intervention. :/ Or it's how that supposed to work?

Can you clarify? If the Safehouse is ready to run, then you can't spawn any encounters for that job. That is intended.

Or do you mean immediately after running the Safehouse?