Allows your drafted colonists to take enemies hostage during combat.
Right-click a drafted colonist, then right-click an enemy pawn to see the "Take hostage..." option.
Mechanics
[b]Taking hostages:[/b]
- Success chance depends on: colonist melee skill, enemy melee skill, enemy health, and distance
- On success: the enemy is grabbed and moves with your colonist at reduced speed (70%)
[b]Negotiation:[/b]
- When enough enemies are captured (30% threshold), surviving enemies may offer to retreat in exchange for hostages
- Enemies with high opinion of their captured ally may also demand a personal release
- Player choices: Accept (enemies retreat), Keep as Prisoners, or Refuse (combat continues)
- Enemies can also counter-capture your colonists, leading to exchange proposals
[b]Hostage options:[/b]
- Release (enemies flee peacefully)
- Execute
- Imprison (escort to prison bed)
[b]Ransom system:[/b]
- Demand ransom via the Comms Console for any faction prisoner
- Enemy factions may also contact you with ransom offers for their captured members
- Silver is delivered by drop pod once the prisoner safely leaves the map
[b]Other features:[/b]
- Human shield: hostage-taker has a 65% chance to redirect incoming damage to the hostage
- Hostage rebellion: hostages may break free over time based on melee skill difference
- Enemy AI reacts tactically: taking cover, flanking, or attempting counter-captures
[b]Compatibilities:[/b]
- No One Left Behind: Yes
- Enemy Self Preservation: Mostly yes but can be wierd if you have hostage when they flee, need to be tested but not crash
- CAI 5000: Yes IF in settings of the mod you turn off ennemy AI being modified
- Combat Extended: Mostly yes but could break the human shield system
Safe to add or remove mid-playthrough.