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Fixed bandits block autonoting #36397
Fixed bandits block autonoting #36397
Conversation
I don't agree, they are useful to me, the player should choose a 'level' of detail on autonotes and put the ambient in a 'high detail' level |
You can always turn them off after encountering them for the first time. I don't like to have them noted, so I turn them off, but they may be useful for others, and since they are so easy to turn off, I'd vote to leave it as it is without proposed changes. |
We can change |
This reverts commit 6ee2764.
Ok, I reverted most of the changes. I totally forgot about Autonotes Manager. It's only bugfix now. |
Though I want to mention that we don't autonote some of map extras, for example patches of long grass. I think there should be a consistency for "ambient" map extras. |
I agree - we need to review autonotes for map extras before |
I do think what we really want here is some kind of filtering mechanism so that the player can get at the things they are interested in. The category/level of detail idea seems promising. |
Summary
SUMMARY: Content "Fixed bandits block autonoting due to a typo."
Purpose of change
Overmap quickly gets cluttered with autonotes of "atmosphere" or "ambient" map extras (such as groves, dead vegetation, roadworks, or casings) as player travels around the world. I think these map extras are not worth autonoting.Fixed bandits block autonoting due to a typo.
Describe the solution
Remove autonote generation frommx_crater
,mx_fumarole
,mx_roadworks
,mx_mayhem
,mx_grove
,mx_shrubbery
,mx_clearcut
,mx_pond
,mx_clay_deposit
,mx_dead_vegetation
,mx_point_dead_vegetation
,mx_burned_ground
,mx_point_burned_ground
, andmx_casings
map extras.Also fixed bug in autonoting the bandits block map extra.
Describe alternatives you've considered
None.
Testing
Started a new game, checked if there are any errors (none observed).
Additional context
None.