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Fixes #1492

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This will require some reasonably extensive testing to ensure there are no unintended consequences before merge

@BlackDog86 BlackDog86 force-pushed the 1492-Narrative-Fix branch 7 times, most recently from f7fe32c to 1278b41 Compare August 25, 2025 08:06
@BlackDog86 BlackDog86 self-assigned this Sep 15, 2025
@BlackDog86 BlackDog86 force-pushed the 1492-Narrative-Fix branch 2 times, most recently from bafe88b to 77f447e Compare September 20, 2025 13:46
@BlackDog86 BlackDog86 closed this Sep 20, 2025
@BlackDog86 BlackDog86 reopened this Sep 20, 2025
@BlackDog86 BlackDog86 closed this Sep 21, 2025
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@BlackDog86 BlackDog86 force-pushed the 1492-Narrative-Fix branch 2 times, most recently from 97f97ac to a5897f2 Compare September 22, 2025 07:00
…are checked and the way that first sighted narrative moments are tracked
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Confident this is good to go now :)

@Tedster59 Tedster59 added this to the 1.31.0 milestone Dec 31, 2025
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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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BlackDog86 commented Jan 3, 2026

To summarise -

Base game:

  • Narrative moments are only played on the first sighting of a character group.
  • Some base game narrative moments remain unplayed because m2/m3 variants are in the same group as the m1 variant.
  • Adding a narrative moment to a modded enemy which is in an existing character group, will only play if it's the first unit sighted in that group.
  • Adding a narrative to a modded enemy in a new character group, will cause the narrative moment to be played again, even if it's been used already.

Adjusted behaviour

  • Narrative moments are played on the first sighting of a character template.
  • This allows the unused narratives to be restored to m2/m3 variants of units.
  • Adding a narrative moment to a modded enemy in an existing character group will play the narrative if it's not been played already.
  • Adding an already played narrative to a modded enemy in a new character group will no longer play the narrative.

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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VO For Upgraded ADVENT Units Doesn't Play

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