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If you have an interaction with someone you can threaten them. I am not sure if you can try to sell a stolen item when this happens to a regular merchant but this is the safest alternative in terms of suspicion.
I'm gonna make a report right away before I forget.
This time, the behaviour of the Wanted status was predictable. Once it dropped below ?50 or so, we ceased being wanted at all each time we murdered a troop of guards.
I think that this Suspicion metre is bugged in some way. If you overload it fast, the Wanted status bounces back unexpectedly as it goes down. Or it gets stuck, no matter the Suspicion level. So you are always Wanted.
If you turn in too many outlaws fast, it goes below zero and bugs out again.
I think that we can manage it if we keep the Suspicion between say 10-70 or so for now, but Shiro probably needs to look at their formulas and the programming for the Wanted status bugs.
My guess :
There's certainly a routine used to decrement (-1) the suspicion meter over time (every X seconds).
In this routine there's a condition tested to know wether or not you are in the flashy red bar and wether or not you are in a wanted state.
If both conditions meet > the message is displayed and the wanted status cancelled.
But if the suspicion meter is equal to 0. There's no need to run this routine, and therefore, nothing in it can happen.