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simtom1500

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Mar 21, 2019
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When a guard carrying a stun baton is rendered unconscious during a fight, they drop the stun baton (which is normal). However, when conscious again, they do not go to the armory to equip a new stun baton, thus when they are in fights after getting incapacitated, they use only their fists, which makes them considerably weaker. A workaround for this is to fire the guard that got knocked out and hire a new one (who is automatically equipped with a stun baton), but this can become annoying and difficult to manage. I have verified that the option in policy enabling stun batons is set to "on".

Also, I have noticed that for both stun batons and normal batons, when found on a prisoner, they don't appear to count as a "weapon" for contraband purposes, so the prisoner is not punished for having these items.
 
I do not have any mods enabled. I'd be happy to send you guys my save file, if that would help. I have a bunch of max sec and legendary prisoners, so it wouldn't take long for a guard to be incapacitated.
 
You can attach that save file here, but you need to zip it up first. Thanks.
 
Here it is. If you just look around, you'll find some guards that aren't carrying a stun baton, but I'd bet its easier to wait for a fight and see them lose the stun baton and not get a new one. Thanks for your help!
 

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