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ko [2023/02/17 14:30] – Added info about a direction of a guard after waking up miteuszko [2023/02/26 21:49] (current) – [KO timer] ,,Grabbing and dropping a guard without moving do not change a direction he will be facing after awakening.'' miteusz
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 At the start of each player turn, every knocked-out unit's KO timer is reduced by 1, unless the unit is [[:pinning|pinned]]. When a unit's KO timer reaches 0, they wake up and become active again; when a guard wakes up after being knocked out, he also becomes [[:guard behaviour#alerted]] (or if he is a [[:civilian]], he [[:guard behaviour#panicking|panics]] instead). At the start of each player turn, every knocked-out unit's KO timer is reduced by 1, unless the unit is [[:pinning|pinned]]. When a unit's KO timer reaches 0, they wake up and become active again; when a guard wakes up after being knocked out, he also becomes [[:guard behaviour#alerted]] (or if he is a [[:civilian]], he [[:guard behaviour#panicking|panics]] instead).
  
-A guard will be facing a direction he was dragged onto a tile he woke up. This means that if a guard was knocked-out by a melee attack and left alone, he will wake up facing a direction he was attacked from. If no one dragged the guard after he becomed knocked-out (for example, by using a ranged attack or Shock trap), he will be facing the same direction he was facing before being knocked-out.+A guard will be facing a direction he was dragged onto a tile he woke up. This means that if a guard was knocked-out by a melee attack and left alone, he will wake up facing a direction he was attacked from. If no one dragged the guard after he becomed knocked-out (for example, by using a ranged attack or Shock trap), he will be facing the same direction he was facing before being knocked-out. Grabbing and dropping a guard without moving do not change a direction he will be facing after awakening.
  
 A guard's KO timer can be increased using a [[:items:Paralyzer]], or by attacking him again with a weapon which deals KO damage. However, when a knocked-out guard is attacked, their KO timer is reset to the KO damage done by the new attack; it is not added to their existing timer. KO timers can also be reduced by the daemon [[:daemons:Jolt]]. A guard's KO timer can be increased using a [[:items:Paralyzer]], or by attacking him again with a weapon which deals KO damage. However, when a knocked-out guard is attacked, their KO timer is reset to the KO damage done by the new attack; it is not added to their existing timer. KO timers can also be reduced by the daemon [[:daemons:Jolt]].
ko.1676644202.txt.gz · Last modified: 2023/02/17 14:30 by miteusz