Yep, that worked. Thanks!
Kevvvchen
Recent community posts
Nevermind, I found the source of the issue. In Minimap Markers > Icon Template, I have to set "Blink Min Opacity" to 255 to make the icons appear solid ("Blink Duration" is still set to 1, though). Now everything looks like it should.

Not sure if this is the expected behaviour, but at least this fixed the issue for me.
Maybe I phrased it weirdly. The icons look like this:

Do you notice how much brighter they are in the minimap screenshot I posted? They look like they're semi-transparent.
But in motion, this looks less like transparency and more like flickering. Like the icons are being turned on and off at high speeds. Unfortunately, my screen recording tool doesn't capture it properly, it just looks like in the screenshot.
I think you should be able to easily reproduce this, since I didn't change that many of the default settings.
While you're at it, could you maybe check whether the player shows up on the minimap at all for you if it uses an icon or sprite template?
It doesn't for me, though I'm not sure this changed when updating to the most recent version or because of something I did, since I was so focussed on the enemy icons.
So I have an enemy event whose minimap icon should only be visible when the event itself is active (toggled by a switch).
If I put a comment "<MMIcon: Enemy>" (this refers to one of my icon templates) into the event, its icon doesn't appear on the minimap even after the switch is turned on and the event is already visible.
If I instead put the "<MMIcon: Enemy>" into the event's note field, its icon always appears on the minimap, even when the event isn't yet active due to the switch still being off.
Am I missing something or is this bug?
