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Finding the 3 reports ends the scouting mission of the hitmen and half of them leave, making them easier to kill for the cultists
If the cultists are already pissed the hitman quests won't do you any good.
Have not been to the gas station yet and the cultist take hostile stance after i find (and kill) the third biker scout in a corner room of the Motel. This happens after a peaceful chat with the father and the trading sister in the Motel. Does not make any sense the cultist should turn hostile! I also don't understand why the third scout turns hostile in the first place after approaching him. So sorry i think this quest is pretty much messed up. Forgive my poor English i am Dutch. The janitor claims only to speak spanish but appears to be the leader or the motel gang.
We'll move that clue somewhere else in the next revision.
For what it's worth I can confirm that whacking the guy in Sergio's bathroom will turn the cultists hostile even after you've cleared the hitmen, killed all the scum at the gas station, and done the deal for the blueprint with Sergio - you can wander round the entire motel, but the ungrateful religious nutters will turn on you after you flush out a killer in the crapper!
As i wrote before the biker scout (or faction) turns hostile when you approach the room (or zone) by opening the door to the room the scout is in. Actual change in stance of the cultists happens after downing the biker scout. There's no other option because the scout is hostile and attacks even after taking no action in the players turn. I tried that! Maybe this info is helpfull identifying the scripting problem.
In a yellow zone:
1. if you kill an NPC stealthy (without being seen OR HEARD), they won't suspect anything
2. if you kill an NPC and you are seen OR HEARD, they'll insta aggro if they are aware your recent presence in the area.
3. If you managed to perfectly sneak into a base and nobody saw you, you can get away with literally murder, meaning not even a loud sound will aggro them.
In this particular case you can't sneak past the guards to the second floor unseen so as soon as you make noise they know it was you. By "you" I mean the party member that's actually doing the combat/fired the loud weapon.
We'll be revisiting the hearing part when we rework the stealth game to make it easier to understand. But if you think about it, it makes sense. You can't go into someone's bathroom, fire a gun, then come out smiling and pretending "it wasn't me". We just need to have the UI tell that more clearly.
As I said before it makes absolutely no sense that the cultists should turn on you after you've killed all the hitmen at the launderette and the gas station, got the blueprint from Sergio and done them a favour by killing the remaining biker scout who's hiding in the bathroom. Aside from the mechanics of hostile/friendly zones you really need to look at the narrative logic of this, and a number of other scenarios
What if you kill the bloke silently? Say, by crossbow, knife or tire iron?