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Αναφορά προβλήματος μετάφρασης
https://kenshi.fandom.com/wiki/Squin
The Thieve's Guild members are sufficient to take out certain low-level bandits, but they are far from being "uber ninjas." And, the ones in The Hub frequently aggro on bandit groups pathing just outside the wall of The Hub and end up getting injured and even killed after repeated engagements. They do heal, but sometimes there are plenty of fights.
In short - Don't train tough mobs to the Thieve's Guild. :) And, it's worth noting - Especially don't train any units from any of the major factions to the Thieve's Guilds in those towns... A bloodbath may be the result. (In The Hub, if a interfaction conflict results, the Thieve's Guild can do fairly well, but can be decimated too. The Boss and Fence are really not of any remarkable combat ability.
Wandering Assassins, however, are deadly. They will usually appear if you're in dire straits somewhere. (Or, more likely to appear.)
How did you aggro a Hundred Guardians unit? They're not terribly tough, but should be neutral to you unless you ticked them off. :) (Nevermind, reread and now see you had stolen in Squin. Stealing from the Shek isn't advisable... :) Well, unless you're "good" at it. Note: The Tower that's not a police station has Tech Hunters in it. Don't ever steal from Tech Hunters as they've got just too much good stuff for you to buy.)
PS: Crazy (ie: "Fun") stuff like this should be expected in Kenshi play. The faction system is practically built for these kinds of interactions to occur. :)
This is a very common issues, as the thieves often get into fights with guards for performing illegal actions. After enough fights, their faction relations drop to hostile, and they become kill on sight.
You can reset their relations with an import, which will also respawn the thieves. But other than that, they will eventually be wiped out if you spend enough time in town.
Just pointing out - This is one of the hazards of staying too long in a town with multiple factions in it. The longer that town's cell remains loaded and active, the more likely some interaction will kick off faction mechanics. (Usually spurred on by a mutual enemy making an appearance and everyone engaging in attacking it in such a way that a friendly-fire incident occurs.)
It's almost like "Shark" is a "teaching moment" sort of thing that one would find in a tutorial that intends to expose the player to "this is how crazy stuff can get when you stay in a town too long. :)"
After awhile, one generally has a good idea of what towns can remain relatively stable and which ones are more likely to have something catastrophic occur.
I enjoy these mishaps... It makes the game feel much more "alive." I'd like a little bit more care taken in Kenshi II to help with stability (Aggro-ranges would be one. I think Shinobi get an aggro-radius boost at the top of their tower, much like ranged boost.), but by no means would I want it to be assured. It's just too darn interesting to drop.
Respect op for getting able to pull this off.