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Allow unused 'Alien Sighted' narratives to be played properly again - #1500
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This will require some reasonably extensive testing to ensure there are no unintended consequences before merge |
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…are checked and the way that first sighted narrative moments are tracked
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Confident this is good to go now :) |
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@BlackDog86 - looking back through this, does this also handle cases of modded enemies that reuse a narrative moment, but are a different character group? currently, the various custom mutons from mods such as Muton Harriers, or LW2/LWOTC, all play the base muton narrative on first sighting. Should they? |
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To summarise - Base game:
Adjusted behaviour
Some modded enemies which have already reused cut-content narrative moments will find that those no longer play, unless that unit was sighted before the base-game one (e.g. If I create a unit which reuses the lancer M2 moment, but it shows up at a higher force level than the M2 lancer, likely it will never play because the M2 lancer has already used it). Answers on a postcard as to whether this is a problem or not. |
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Yeah, I'm not sure exactly what to do here, since one might consider this "breaking" for other mods. @BlackDog86 on point 1 of the adjusted behavior would a "new character template" play the narrative regardless of whether it has been played before? That seems to conflict with point 4. |
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In the adjusted code, each 'first sighted' narrative moment can only be played once. So if a cut content thing happens to use that narrative moment before a modded enemy that is set up to use the same one, the modded one won't play. Obviously if the modded one shows up first, it'll play, and the cut content one won't. |
Fixes #1492