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It is rather self-explanatory.
Regarding topic - all I can suggest is to drop stuff like that in bug reports subforum, it may slightly increase chance of it being notticed as well as help people who would search bug reports forum for that issue, should they encounter it.
Though developers are known for lurking these forums anyway.
It's unfortunate that the hostages flee like idiots, right into my traps. :( But traps alone aren't enough to turn them hostile. However one single grenade that slightly hurts one of them will make them hostile. They will run through fire just fine but any shrapnel or accidental burst will be considered an attack.
This can sometimes work in your favor though. If some enemies miss you nad nail an armed neutral, you will suddenly gain allies, he he.
Oh and, you can safely ignore them being hostile. It's not game breaking at all. Just something to watch out for in the future. Don't hurt neutrals.
I've also tried talking to the bandit boss before I shoot, to maybe trigger the saving hostages dialogue, but he just imediatelly tries to kill me.
I haven't taken out bandits outside the dinner room, though. Because the guy with the sledgehammer just instantly wrecks me. I have only one grenade left. I have considered going back to the base to resupply to be able to just clear them out entirely, but sneaking past sentries is hell. And I really don't want to do it again. Despite doing a full combat focus build I simply do not own anything, that can harm the bastards. Aside from some EMPs, but if they group up, I'm just flashed, stunned and mowed down.
I use throwing nets on strong melee characters, to imobillize them, and then fill them full of burrower poison bolts just before restealthing. It brings down even the biggest HP sponge.
I killed everyone outside and they stopped running, could finally have a conversation.
Hostile *towards you* creatures have red nametags.