Lethal Extraction atlas node breaking Syndicate Safehouses

I've noticed an ongoing problem with Syndicate Safehouses expiring much earlier than expected, which seems to be tied to the atlas passive "Lethal Extraction". I have replicated this a few times now and it is consistent. The behavior is as follows:

Some number of Betrayal rogues are defeated. Executing one while at least one other still remains causes a safehouse to pop (as the atlas node grants intel on execute). Interacting with the other causes the safehouse to expire, resetting to 90%, even though no turns have passed.

I suspect this is tied to one or more of the remaining rogues being associated with the active safehouse, which would normally be impossible since safehouses usually only pop at the start of a betrayal turn (when intel is collected)... this node allows mid-turn intel, which is probably creating a logical exception.

This seems to be an edge-case of an ongoing Betrayal issue, where a safehouse is set to reach 100% at the start of a turn, but the turn attempting to start is tied to that safehouse, resulting in empty labs and stationary abandoned transport trains (the turn can't start because that event starting would invalidate that event from existing at all). In this case, the rogue being interacted with couldn't normally be there, so the safehouse expires.
Last bumped on Nov 17, 2025, 5:30:23 PM

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