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[Wesnoth-cvs-commits] wesnoth MANUAL changelog


From: ott
Subject: [Wesnoth-cvs-commits] wesnoth MANUAL changelog
Date: Thu, 09 Jun 2005 07:34:26 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     ott <address@hidden>    05/06/09 11:34:26

Modified files:
        .              : MANUAL changelog 

Log message:
        updated MANUAL and changelog

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/MANUAL.diff?tr1=1.25&tr2=1.26&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/changelog.diff?tr1=1.721&tr2=1.722&r1=text&r2=text

Patches:
Index: wesnoth/MANUAL
diff -u wesnoth/MANUAL:1.25 wesnoth/MANUAL:1.26
--- wesnoth/MANUAL:1.25 Thu May 26 14:47:03 2005
+++ wesnoth/MANUAL      Thu Jun  9 11:34:26 2005
@@ -1,4 +1,4 @@
-/* $Id: MANUAL,v 1.25 2005/05/26 14:47:03 ott Exp $ */
+/* $Id: MANUAL,v 1.26 2005/06/09 11:34:26 ott Exp $ */
 
 THE BATTLE FOR WESNOTH MANUAL
 
@@ -59,11 +59,10 @@
 On the top of the energy bar shown next to each unit of yours is an orb.
 This orb is:
 
-  * green if you control the unit and it hasn't moved this turn
+  * green if you control the unit and it hasn't moved this turn,
   * yellow if you control the unit and it has moved this turn, but could
     still move further or attack,
-  * red if you control this unit, but it has already used all its
-    movement this turn, or
+  * red if you control the unit, but it has used all its movement this turn, or
   * blue if the unit is an ally you do not control.
 
 Enemy units have no orb on the top of their energy bar.
@@ -71,7 +70,7 @@
 
 DESCRIPTION
 
-The game takes place over a series of battles, or scenarios. Each
+The game takes place over a series of battles, or scenarios.  Each
 scenario pits your troops against the troops of one or more adversaries.
 Each side begins with one leader in their keep.
 
@@ -82,35 +81,37 @@
 gold pieces per turn, plus 1 more gold piece for every village that side
 controls.
 
-Each unit also has an upkeep cost. The upkeep cost is generally equal to
+Each unit also has an upkeep cost.  The upkeep cost is generally equal to
 the level of the unit, unless the unit has the Loyal trait (see below).
 Units that are not recalled or recruited - ie. that lead the side or
 join the side voluntarily - usually have the Loyal trait.  Upkeep is
 only paid if the total upkeep of a side's units is greater than the
-number of villages that side controls. Upkeep paid is the difference
+number of villages that side controls.  Upkeep paid is the difference
 between the number of villages and the upkeep cost.
 
-So, the formula for determining the income per turn is,
+So, the formula for determining the income per turn is
 
   2 + villages - maximum(0,upkeep - villages)
 
-where upkeep is equal to the sum of the levels of all units that have
-been recalled and recruited.
+where upkeep is equal to the sum of the levels of all your non-loyal units.
 
 
 RECRUITING AND RECALLING
 
 Units may be recruited with gold, as long as the leader is on a keep,
 and there is at least one vacant castle hex in the castle the leader is
-in. Right-click and select Recruit to recruit new units. After you
-complete a scenario, all surviving units will be available to you next
-scenario. Right-click and select Recall to re-recruit units from
-previous scenarios. Recalling costs 20 pieces of gold. You can first
-highlight free castle tile and then proceed with recruit, this way you
-can choose the tile for recruited unit to appear. This works for
-recruiting and recalling.
+in.  Right-click in the empty hex and select Recruit to recruit new
+units from the list that is presented.  The cost to Recruit depends on
+the unit, but is usually between 10 and 20 gold.
+
+After you complete a scenario, all surviving units will be available to
+you in the next scenario.  Right-click and select Recall to recall units
+from previous scenarios.  Recalling costs 20 pieces of gold.  A Recalled
+unit retains its previous Level, Experience Points, and (sometimes) any
+magic items acquired, but will arrive with full hitpoints.
 
-You are not able to move a unit on the turn you recruit or recall that unit.
+You are not able to move or attack with a unit on the turn you recruit
+or recall that unit.
 
 
 UNIT SPECIALTIES
@@ -120,23 +121,28 @@
 
 TRAITS
 
-Units have traits which reflect aspects of their character. Traits are
-assigned randomly to units when they are created. Most units receive two
-traits. The possible traits are as follows:
-
-  Loyal:         has zero upkeep cost
-  Strong:        does extra damage in close combat, and has a few more 
hitpoints
-  Quick:         has one extra movement point, but a few less hitpoints
-  Resilient:     has more hitpoints
-  Intelligent:   requires less experience to advance a level
+Units have traits which reflect aspects of their character.
+Traits are assigned randomly to units when they are created.
+Most units receive two traits.  The possible traits are as follows:
+
+ Strong       does 1 extra damage per strike in melee, and has 2 extra 
hitpoints
+ Quick        has one extra movement point, but 10% fewer hitpoints
+ Resilient    has 7 more hitpoints
+ Intelligent  requires 20% less experience to advance a level (not Trolls)
+
+There are also some traits that are not assigned randomly:
+
+ Loyal        has zero upkeep cost
+ Dextrous     does 1 extra damage per strike in ranged combat (Elves only)
+ Undead       immune to poison (Undead only)
 
 
 MOVING
 
 When a unit is clicked on, all the places it can move to on the current
-turn are lit up, while everywhere it can't move is marked in grey. You
-can then click on the hex you want it to move to. Moving onto a village
-that is neutral or owned by an enemy will take ownership of it. If you
+turn are lit up, while everywhere it can't move is marked in grey.  You
+can then click on the hex you want it to move to.  Moving onto a village
+that is neutral or owned by an enemy will take ownership of it.  If you
 select a destination which is beyond reach in the current turn, the unit
 will enter 'goto-mode' and continue moving towards that destination in
 subsequent turns.  You can easily undo goto movements in the beginning
@@ -144,79 +150,90 @@
 new destination.
 
 You may not move through hexes adjacent to enemy units (their Zone of
-Control) without stopping.  However, level 0 units do not have a Zone of
+Control) without stopping.  However, level 0 units have no Zone of
 Control.
 
 
 FIGHTING
 
-If you move next to an enemy unit, you may attack it. Click on your unit
-that is next to an enemy unit, and click on the enemy you want to
-attack. Every unit has one or more weapons they can attack with. Some
+If you move next to an enemy unit, you may attack it.  Click on your
+unit that is next to an enemy unit, and click on the enemy you want to
+attack.  Every unit has one or more weapons it can attack with.  Some
 weapons, such as swords, are melee weapons, and some weapons, such as
 bows, are ranged weapons.
 
 If you attack with a melee weapon, the enemy you attack will be able to
-strike back at you with its melee weapon. If you attack with a ranged
+strike back at you with its melee weapon.  If you attack with a ranged
 weapon, the enemy will be able to attack back with its ranged weapon, if
 it has one.
 
 Different types of attacks do different amounts of damage, and a certain
-number of strikes may be made with each weapon. For instance, an Elvish
+number of strikes may be made with each weapon.  For instance, an Elvish
 Fighter does 5 points of damage with its sword every time it hits, and
-can strike 4 blows with the sword in one exchange. This is generally
+can strike 4 blows with the sword in one exchange.  This is generally
 written as 5-4, meaning 5 damage per hit, and 4 strikes.
 
-Every unit has a chance of being hit based on the terrain it is on.  For
+Every unit has a chance of being hit based on the terrain it is in.  For
 instance, units in castles and villages have a lower chance of being
-hit, and Elves in forest have a low chance of being hit. To see a unit's
-defense rating (ie. chance not to be hit) in terrain, click on the unit,
-and then mouse over the terrain you're interested in, and the defense
-rating will be displayed as a % in the top right corner of the status
+hit, and Elves in forest have a low chance of being hit.  To see a
+unit's defense rating (ie. chance not to be hit) in terrain, click on
+the unit, and then mouse over the terrain you're interested in, and the
+defense rating will be displayed as a percentage value in the status
 pane, as well as shown over the terrain hex.
 
 
 ALIGNMENT
 
 Every unit has an alignment: lawful, neutral, or chaotic.  Alignment
-affects how units perform at different times of day. The following table
-illustrates the different times of the day:
+affects how units perform at different times of day.  Neutral units are
+unaffected by the time of day.  Lawful units do more damage during the
+day and less at night.  Chaotic units do more damage at night and less
+during the day.
+
+The two "day" and "night" phases are differentiated as Morning,
+Afternoon and First Watch, Second Watch, by the positions of the sun and
+moon in the time of day graphic.
+
+The following table shows the effects of different times of the day on
+the damage dealt by lawful and chaotic units:
+
+ | turn |  day-phase             |  lawful |  chaotic |
+ ------------------------------------------------------
+ |  1   |  dawn                  |    -    |    -     |
+ |  2   |  day (Morning)         |   +25%  |   -25%   |
+ |  3   |  day (Afternoon)       |   +25%  |   -25%   |
+ |  4   |  dusk                  |    -    |    -     |
+ |  5   |  night (First Watch)   |   -25%  |   +25%   |
+ |  6   |  night (Second Watch)  |   -25%  |   +25%   |
+
+For example: consider a fight between a Lawful and a Chaotic unit when
+both have a base damage of 12.  At dawn and dusk, both will do 12 points
+of damage if they hit.  During Morning or Afternoon, the Lawful unit
+will do (12 * 1.25) or 15 points, while the Chaotic unit will do (12 *
+0.75) or 9 points.  During First or Second Watch, the Lawful unit would
+do 9 points compared to the Chaotic unit's 15.
 
-| turn |  day-phase |
----------------------
-|  1   |    dawn    |
-|  2   |    day     |
-|  3   |    day     |
-|  4   |    dusk    |
-|  5   |    night   |
-|  6   |    night   |
-
-Units that are Lawful deal 25% more damage during the day, and 25% less
-damage at night. Units that are Chaotic deal 25% more damage at night,
-and 25% less damage during the day. Neutral units have their fighting
-unaffected by the day/night cycle. Note also that in-game, the two "day"
-and "night" phases are differentiated as Morning, Afternoon and First
-Watch, Second Watch, by the positions of the sun and moon in the time of
-day graphic.
+If an equivalent Neutral unit were fighting, it would always do 12
+points of damage regardless of the time of day.
 
 
 HEALING
 
-Injured units in villages will recover 8 hitpoints every turn. Injured
+Injured units in villages will recover 8 hitpoints every turn.  Injured
 units that are adjacent to units with the 'heal' or 'cure' abilities
-will also heal. A unit that does not move or fight during a turn is
-'resting' and will recover 2 hitpoints. Hitpoints recovered through
+will also heal.  A unit that does not move or fight during a turn is
+'resting' and will recover 2 hitpoints.  Hitpoints recovered through
 'resting' are added on top of hitpoints recovered through healing or
 regenerating.
 
 A unit with the 'heals' ability may heal up to 8 hitpoints total per
-turn. A unit with the 'cures' ability may heal up to 18 hitpoints total
+turn.  A unit with the 'cures' ability may heal up to 18 hitpoints total
 per turn.
 
 Units next to unit(s) with the 'heals' ability will recover a maximum of
 4 hitpoints per turn; units next to unit(s) with the 'cures' ability
-will recover a maximum of 8 hitpoints per turn. However, the more units
-around a unit that can heal, the less each one will be healed.
+will recover a maximum of 8 hitpoints per turn.  The more units around a
+unit that can heal, the less each one will be healed.
 
 An example of 'heals' with multiple adjacent units: 
 
@@ -227,13 +244,13 @@
   hitpoints.
 
 A unit may be healed a maximum of 8 hitpoints per turn, with a possible
-2 hitpoints extra if resting. Therefore trolls, which have the
-regenerate ability, will only recover 8 hitpoints when residing in a
-village, not 16. Nor will a unit inside a village get extra healing from
-adjacent healers.
+2 hitpoints extra if resting.  Trolls, which have the regenerate
+ability, will only recover 8 hitpoints when residing in a village, not
+16.  Nor will a unit inside a village get extra healing from adjacent
+healers.
 
 'Heals' prevents poison from causing damage while 'cures' removes
-poison. When poison is cured or prevented the unit does not gain or lose
+poison.  When poison is cured or prevented the unit does not gain or lose
 hitpoints on that turn due to healing/poisoning.
 
 For more information see the in-game help. 
@@ -241,13 +258,13 @@
 
 EXPERIENCE
 
-Units are awarded experience for fighting. After obtaining enough
-experience, they will advance a level and become more powerful. The
+Units are awarded experience for fighting.  After obtaining enough
+experience, they will advance a level and become more powerful.  The
 amount of experience gained depends on the level of the enemy unit and
 the outcome of the battle: if a unit kills its opponent, it receives 8
 experience points per level of the enemy (4 if the enemy is level 0),
 while units that survive a battle without killing their opponents are
-awarded 1 experience point per level of the enemy. In other words:
+awarded 1 experience point per level of the enemy.  In other words:
 
 | enemy level | kill bonus | fighting bonus |
 ---------------------------------------------
@@ -263,20 +280,21 @@
 MULTIPLAYER
 
 You can host a multiplayer game with your client or connect to the
-wesnoth game server and setup your game there. If you host a game with
-your client other players need to be able to connect to port 15000 of
+wesnoth game server and setup your game there.  If you host a game with
+your client, other players need to be able to connect to port 15000 of
 your computer using TCP.  If you are behind a firewall and want to host
 a game, you will probably need to change your firewall settings to allow
 incoming connections to port 15000, and to tell your firewall to forward
-such traffic to the machine hosting the game.  If you join a game hosted
-on a public server or by someone else, you will need to ensure you can
-make outgoing TCP connections to port 15000 (this is usually the case).
+such traffic to the machine hosting the game.  You should not need to
+make firewall changes to join games hosted on a public server or by
+someone else.
 
 Public servers:
 
-  server.wesnoth.org        for official releases of the game
-  devsrv.wesnoth.org        for CVS versions of the game
+  server.wesnoth.org        most recent release of the game
+  devsrv.wesnoth.org        up-to-date CVS version of the game
 
+Additional servers are listed at http://wesnoth.slack.it/?MultiplayerServers
 
 Setting up a multiplayer game
 
@@ -292,7 +310,7 @@
 
   Step 3: configure players (teams/alliances, starting gold, faction)
   and then wait for all players set to 'network player' to join the
-  game, you will see "network player" replaced with their nicknames as
+  game.  You will see "network player" replaced with their nicknames as
   they join.
 
   Step 4: click [I'm Ready].
Index: wesnoth/changelog
diff -u wesnoth/changelog:1.721 wesnoth/changelog:1.722
--- wesnoth/changelog:1.721     Wed Jun  8 17:46:01 2005
+++ wesnoth/changelog   Thu Jun  9 11:34:26 2005
@@ -6,11 +6,16 @@
    * fixed 'make dist' not removing stamp-po files, causing broken translations
    * updated translations:
      * Catalan, Finnish, Swedish, Turkish
+   * updated MANUAL, brought into synch with wiki
  * campaigns
    * Eastern Invasion: made Captured a bit easier
+ * unit graphics and sound improvements:
+   * new or modified images for Dwarvish Thunderer
+   * new death animations for Dwarvish Thunderer, Elvish Archer
  * restored dialog titles for multiplayer screens (#13049)
  * wesnothd no longer rejects :control command with "Side not found"
- * --nosound commandline option now does not initialize sound (part of #11669)
+ * --nosound commandline option no longer initializes sound (part of #11669)
+ * players can now control multiple sides in multiplayer
 
 Version 0.9.2:
  * user interface improvements:




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