Added an explanation of vision to the in-game help

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palmenf 2024-05-15 15:08:55 +02:00 committed by Wedge009
parent 651779007a
commit 25e77a13e9

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@ -21,7 +21,7 @@
[section]
id=gameplay
title= _ "Gameplay"
topics=..gameplay,victory_and_defeat,recruit_and_recall,income_and_upkeep,hitpoints,advancement,movement,shroud_and_fog,combat,damage_types_and_resistance,orbs,crowns,time_of_day,healing,saveload,whylost,wrap_up
topics=..gameplay,victory_and_defeat,recruit_and_recall,income_and_upkeep,hitpoints,advancement,movement,vision,shroud_and_fog,combat,damage_types_and_resistance,orbs,crowns,time_of_day,healing,saveload,whylost,wrap_up
[/section]
[section]
@ -268,6 +268,15 @@ Each unit has a certain number of movement points which are used up when moving
Another thing to keep in mind while moving is <italic>text='zones of control'</italic>. Each unit — except for level 0 units — generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore zones of control." + _ "
To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress."
[/topic]
# wmllint: markcheck on
# wmllint: markcheck off
[topic]
id=vision
title= _ "Vision"
text=_ "Vision determines how far a unit can see on the map. Normally, a units vision range is calculated as its movement range plus one hex. Certain units with unique vision capabilities deviate from this rule and have vision cost independent of movement range. Vision is also impacted by certain map features like forests or hills which can obstruct a unit's line of sight."
[/topic]
# wmllint: markcheck on