added a (short) description for fearless and healthy
made the new lines in the terrain descriptions consistent some readability tweaks
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1 changed files with 49 additions and 30 deletions
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@ -19,7 +19,7 @@ topics=fundamentals,recruit_and_recall,hitpoints,orbs,movement,shroud_and_fog,co
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[section]
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id=traits_section
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title= _ "Traits"
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topics=traits,traits_intelligent,traits_resilient,traits_strong,traits_quick,traits_dextrous,traits_loyal,traits_undead
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topics=traits,traits_fearless,traits_intelligent,traits_resilient,traits_strong,traits_quick,traits_dextrous,traits_healthy,traits_loyal,traits_undead
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# Not used since generated text was not really suitable.
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#generator=traits
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sort_topics=no
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@ -301,6 +301,12 @@ text= _"Strong units do 1 more damage for every successful strike in melee comba
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While useful for any close-combat unit, Strong is most effective for units who have a high number of swings such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
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[/topic]
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[topic]
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id=traits_fearless
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title= _"Fearless"
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text= _"Aversion to light and dark holds no sway over these brave individuals."
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[/topic]
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[topic]
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id=traits_loyal
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title= _"Loyal"
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@ -325,6 +331,13 @@ text= _"Dextrous units do 1 more damage for every successful strike in ranged co
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Dextrous is a trait possessed only by Elves. The Elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
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[/topic]
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[topic]
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id=traits_healthy
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title= _"Healthy"
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text= _"Renowned for their vitality, some dwarves are sturdier than others and recover more quickly when resting."
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[/topic]
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[topic]
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id=terrain_grassland
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title= _ "Grassland"
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@ -350,8 +363,9 @@ text= "<img>src=terrain/forest-tile.png align=left box=no</img> <img>src=terrain
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" + _ "Forests represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.
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Most units have 50% defense in forests, but cavalry are limited to 40%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests." + "<img>src=terrain/great-tree-tile.png align=middle box=no</img>"
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Most units have 50% defense in forests, but cavalry are limited to 40%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests.
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" + "<img>src=terrain/great-tree-tile.png align=middle box=no</img>"
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[/topic]
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[topic]
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@ -429,9 +443,9 @@ text= "<img>src=terrain/castle-tile.png align=left box=no</img> <img>src=terrain
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" + _ "Castles are any sort of permanent fortification. Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and all units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.
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Most units have about 60% defense in a castle." + "
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Most units have about 60% defense in a castle.
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<img>src=terrain/castle-swamp-ruin-tile.png align=left box=no</img> <img>src=terrain/castle-ruin-tile.png align=middle box=no</img> <img>src=terrain/castle-sunken-ruin-tile.png align=right box=no</img>"
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" + "<img>src=terrain/castle-swamp-ruin-tile.png align=left box=no</img> <img>src=terrain/castle-ruin-tile.png align=middle box=no</img> <img>src=terrain/castle-sunken-ruin-tile.png align=right box=no</img>"
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[/topic]
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[topic]
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@ -496,6 +510,7 @@ Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receiv
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id=terrain_savanna
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title= _ "Savanna"
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text= "<img>src=terrain/savanna.png align=left box=no</img>
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" + _ "Savannas are plains of tall grass, found in the warmer climates of the world. For gameplay purposes, they are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
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[/topic]
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@ -506,15 +521,16 @@ text= "<img>src=terrain/village-human-tile.png align=left box=no</img> <img>src=
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" + _ "Villages represent any group of buildings, human or otherwise. Almost all units, even cavalry, have any easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison.
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Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%." + "
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Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
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<img>src=terrain/village-coast-tile.png align=left box=no</img> <img>src=terrain/village-tropical-tile.png align=middle box=no</img> <img>src=terrain/village-desert-tile.png align=right box=no</img>"
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" + "<img>src=terrain/village-coast-tile.png align=left box=no</img> <img>src=terrain/village-tropical-tile.png align=middle box=no</img> <img>src=terrain/village-desert-tile.png align=right box=no</img>"
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[/topic]
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[topic]
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id=terrain_canyon
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title= _ "Chasm"
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text= "<img>src=terrain/chasm-tile.png align=left box=no</img>
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" + _ "A chasm is a gorge in the ground, leading to depths unknown. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying over chasms can cross this terrain."
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[/topic]
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@ -522,6 +538,7 @@ text= "<img>src=terrain/chasm-tile.png align=left box=no</img>
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id=terrain_lava
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title= _ "Lava"
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text= "<img>src=terrain/lava.png align=left box=no</img>
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" + _ "The dangers inherent in trying to walk on lava are fairly obvious. This terrain can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
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[/topic]
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@ -529,6 +546,7 @@ text= "<img>src=terrain/lava.png align=left box=no</img>
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id=terrain_ford
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title= _ "River Ford"
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text= "<img>src=terrain/ford.png align=left box=no</img>
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" + _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it."
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[/topic]
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@ -536,6 +554,7 @@ text= "<img>src=terrain/ford.png align=left box=no</img>
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id=terrain_bridge
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title= _ "Bridge"
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text= "<img>src=terrain/bridge-ne-sw-tile.png align=left box=no</img><img>src=terrain/bridge-n-s-tile.png align=middle box=no</img><img>src=terrain/bridge-se-nw-tile.png align=right box=no</img>
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" + _ "To those capable of building one, the ability to lay a bridge offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year.
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For those who go by land or sea, a bridge is the best of both worlds - for gameplay purposes, it is treated either as grassland or shallow water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time."
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@ -545,6 +564,7 @@ For those who go by land or sea, a bridge is the best of both worlds - for gamep
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id=terrain_cavewall
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title= _ "Cave Wall"
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text= "<img>src=terrain/cavewall.png align=left box=no</img>
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" + _ "Cave walls are made of solid stone, renowned for its ability to impede even the most determined traveler."
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[/topic]
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@ -552,47 +572,46 @@ text= "<img>src=terrain/cavewall.png align=left box=no</img>
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id=general_commands
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title= _ "General commands"
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text= "<header>text=':q or :q!'</header>" + _"
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Quit the scenario (without prompting)." + "
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Quit the scenario (without prompting).
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<header>text=':w'</header>" + _"
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Save the game (without prompting)." + "
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" + "<header>text=':w'</header>" + _"
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Save the game (without prompting).
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<header>text=':wq'</header>" + _"
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Save the game and quit the scenario (without prompting)." + "
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" + "<header>text=':wq'</header>" + _"
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Save the game and quit the scenario (without prompting).
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<header>text=':refresh'</header>" + _"
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Redraw the screen." + "
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" + "<header>text=':refresh'</header>" + _"
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Redraw the screen.
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<header>text=':debug'</header>" + _"
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Switch debug mode on (does not work in multiplayer). Debug mode is turned off by quitting the game." + "
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" + "<header>text=':debug'</header>" + _"
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Switch debug mode on (does not work in multiplayer). Debug mode is turned off by quitting the game.
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<header>text=':theme'</header>" + _"
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Bring up theme selection menu."
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" + "<header>text=':theme'</header>
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" + _"Bring up theme selection menu."
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[/topic]
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[topic]
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id=mp_commands
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title= _ "Multiplayer commands"
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text= "<header>text=':droid side'</header>" + _"
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Toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If you don't provide side, '1' is assumed." + "
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Toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If you don't provide side, '1' is assumed.
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<header>text=':muteall'</header>" + _"
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Toggle muting/silencing of all observers on/off." + "
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" + "<header>text=':muteall'</header>" + _"
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Toggle muting/silencing of all observers on/off.
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<header>text=':mute username'</header>" + _"
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Mute a specific observer. If no username is supplied the muted usernames are displayed." + "
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" + "<header>text=':mute username'</header>" + _"
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Mute a specific observer. If no username is supplied the muted usernames are displayed.
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<header>text=':kick username'</header>" + _"
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Kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties." + "
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" + "<header>text=':kick username'</header>" + _"
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Kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties.
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<header>text=':ban username'</header>" + _"
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Kick and ban a user in multiplayer, and the IP address used by that username." + "
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" + "<header>text=':ban username'</header>" + _"
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Kick and ban a user in multiplayer, and the IP address used by that username.
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<header>text=':control side username'</header>" + _"
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Change the controller for side (write here the number of the side) to username (write here the nick of the player or observer)." + "
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" + "<header>text=':control side username'</header>" + _"
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Change the controller for side (write here the number of the side) to username (write here the nick of the player or observer).
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<header>text=':clear'</header>" + _"
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" + "<header>text=':clear'</header>" + _"
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Clear chat messages."
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[/topic]
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[/help]
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