Feature Fine Tune Lights Out warnings

Fluxxdog

Active member
The warning given when you're trying to get to Stephen and Elizabeth are great! Thanks a lot for those. However, many steps can't be completed until later.

Neither of them can be started until you've returned the necklace and started the second floor IIRC. (questM21Dance="started")
You can do one step for Stephen before the second floor must be cleared and the third floor started. (questM17Babies="started")
You'll again bottleneck until level 11 when you open the basement. (questL11Manor="step2")

I may be off on the started parts, but I do remember having finished the first floor and being told "You don't belong here." when I clicked a link on Bale's CHIT. Talking to Lady Spookyraven let me in the bedroom.
 
What would you like to see when you couldn't yet access an area to continue the Lights Out quest ?

A notification warning of where the next areas are, and why you can't yet access them ?
No warning, but counter just defaults to 37 turns later ?
 
What would you like to see when you couldn't yet access an area to continue the Lights Out quest ?

A notification warning of where the next areas are, and why you can't yet access them ?
No warning, but counter just defaults to 37 turns later ?
I like seeing something, even when I can't access it yet. It's motivation to move things along.
Yeah, I think belly button has it right. The last option would work best. Keep the counter going, but don't stop game flow to tell us to go somewhere we can't. That's what those stops are, after all. "Stop what you're doing! Something important is happening!"
 
yeah. me too ;-)

edit (much later): how about having links from the warnings to the next areas that they mention?
 
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But why stop automation or relay playing to say "You can't do this."? That's what I'm trying to get at. And bonus points for the links idea. I may use CHIT, but it would seem more natural to include it in the relay warning.
 
You can turn the warnings on and off easily enough (and since they are off by default, seeing them means you know how to do that). If you turn the warnings on, it usually means you want to see them.
 
So if you don't want to be stopped for Lights Out before you can even do the first one, turn it off.
Then, one the 2nd floor is open, turn it on for the only one accessible, then turn it off again.
Then, once the third floor is open, turn it on again until you do all you can before level 11, then turn it off again.
Then, once you get you father's diary and play the ballroom song, turn it on again.

I'm not saying disable it completely, but forcing a stop to allow people to go someplace they can't go seems... well, buggy. Since it's working as designed, though, my thoughts made it a FReq. The general idea behind preferences is "set it and forget it".
 
edit (much later): how about having links from the warnings to the next areas that they mention?

I implemented this in my local build some time ago, and have tested it through numerous ascensions. I've attached my patch here. As for the original topic, I'd prefer it kept warning you, even though you can't access the area. Prompts you to move things along.
 

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So if you don't want to be stopped for Lights Out before you can even do the first one, turn it off.
Then, one the 2nd floor is open, turn it on for the only one accessible, then turn it off again.
Then, once the third floor is open, turn it on again until you do all you can before level 11, then turn it off again.
Then, once you get you father's diary and play the ballroom song, turn it on again.

I'm not saying disable it completely, but forcing a stop to allow people to go someplace they can't go seems... well, buggy. Since it's working as designed, though, my thoughts made it a FReq. The general idea behind preferences is "set it and forget it".

Whether a counter aborts when you reach it is determined when the counter is created, not when it reaches 0. You can use a counterScript to change that behavior for a given counter, I believe.
 
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