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S07 ("The Bridge is Broken") improvements #25

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3 of 5 tasks
cooljeanius opened this issue Jun 7, 2022 · 5 comments
Open
3 of 5 tasks

S07 ("The Bridge is Broken") improvements #25

cooljeanius opened this issue Jun 7, 2022 · 5 comments
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enhancement New feature or request
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@cooljeanius
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cooljeanius commented Jun 7, 2022

  • It can still be kind of confusing to figure out what to do in this scenario; try giving more hints
  • Give a confirmation prompt when the player finds one of the passages, to confirm if they actually want to go that way, since choosing one prevents the player from choosing the other (difficult; would require switching the event to use first_time_only=no, which would then require restructuring the whole thing to ensure you can still only choose one route after you've made your selection)
  • Handle the limiting of Guardsmen recruits better (disallow their recruitment again in more places?)
  • Ensure that speaking units are controlled by the player when relevant
  • Commission an additional story image
@cooljeanius cooljeanius added the enhancement New feature or request label Jun 7, 2022
cooljeanius added a commit that referenced this issue Jun 7, 2022
should address some of the points in #25 (at least partially); only partially tested (some of these changes were from after I completed the scenario)
cooljeanius added a commit that referenced this issue Jun 7, 2022
add checks to ensure second_unit is on your side before letting it speak
addresses checkbox 4 of issue #25
@cooljeanius
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ok point 4 is done as of 2dd3009

@cooljeanius cooljeanius added this to To Do in Wesnoth UMC via automation Jun 9, 2022
@cooljeanius cooljeanius moved this from To Do to In Progress in Wesnoth UMC Jun 9, 2022
@cooljeanius
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ok point 4 is done as of 2dd3009

also point 1 is kinda done as of 35c8177, but I'll wait for someone else (probably @Ashmyr or @knyghtmare) to confirm first before checking it off

@cooljeanius
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ok checking off the first one after confirmation from @Ashmyr on Discord

@cooljeanius
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ok so I've double-checked and it looks like I don't actually need to re-disallow Guardsmen recruitment again later after all; in the next scenario they're gone again as they're supposed to be... I still might want to handle their recruitment limit better, though, by, like, displaying a counter or something...

cooljeanius added a commit that referenced this issue Oct 22, 2023
we can now check off the 3rd checkbox in issue #25
@cooljeanius
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I still might want to handle their recruitment limit better, though, by, like, displaying a counter or something...

Added a message to this effect in 6a29cd6, so I'm considering that box checked off now...

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Labels
enhancement New feature or request
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