Hey Ezzlar! Great catch on all of these - you've surfaced a proper bug here. The trespassing system was firing an event every single turn instead of just once, which meant suspicion was skyrocketing way too fast and triggering bounties from just briefly passing through a building at night. That explains the bounty, the fisher turning hostile, and the bump to kill. Basically they are all connected.. I've patched in fixes for all of them, which will arrive out 0.3.10:
- Trespass event now fires once instead of spamming every turn
- Bounty hostility duration brought in line with the rest of the system (was hardcoded wayyyy too high)
- Added a warning message in the log when you first start trespassing so you know what's happening. This was a total lack of onboarding and UX for this system, which I had left way too bare bones
- Trespass badge now says "Leave building!" instead of just showing a cryptic number
- Also I fixed the HUD overflow on 1024px screens so the settings/save button should stay visible now. This was def something I would have missed otherwise so really appreciate letting me know As mentioned above all these will be in the next build. Thanks as always for the detailed reports - the step-by-step really helps me track these down fast - thank you