language and content corrections
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@ -68,7 +68,7 @@ game's AI.</p>
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<h3 id='players'>For Players</h3>
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<p>To help the player keep those who are loyal to him alive, this units
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<p>To help the player keep those who are loyal to him alive, these units
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are now marked with an overlay symbol that looks like a bronze ring.</p>
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<p>The names on maps and other images are now localized to the
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@ -85,11 +85,11 @@ mainline.</p>
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<p>We've continued to polish and improve the mainline campaigns.
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The hero Kaleh's custom advancements in <cite>Under the Burning
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Suns</cite>, long a source of problems, have been debugged and
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streamlined. Significant continuity problems in <cite>Heir to the
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Suns</cite>, long a source of problems, have been redesigned in a more robust
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and streamlined fashion. Significant continuity problems in <cite>Heir to the
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Throne's</cite> "Cliffs of Thoria" scenario have been fixed.
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Some scenarios in <cite>Legend of Wesmere</cite> have been rewritten
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and significantly enhanced. An early version of it's multiplayer port
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and significantly enhanced. An early version of its multiplayer port
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is available to test Wesnoth's multiplayer campaign feature.</p>
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<div class='thumb tright'>
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@ -105,14 +105,14 @@ chooses recruits/recalls better, and does smarter target selection.</p>
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<h4 id='multiplayer'>Multiplayer</h4>
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<p>The operating system's GUI can be told to notify the online player
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that it his turn to play.</p>
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<p>The operating system's GUI can be told to notify the player that it's his
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turn to play.</p>
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<p>The multiplayer lobby has been completely redesigned for improved
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ease of play and better appearance.</p>
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<p>Random numbers are generated on the Wesnoth server during MP
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combats. This make certain kinds of cheats and out-of-sync conditions
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combats. This makes certain kinds of cheats and out-of-sync conditions
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impossible, at the cost of breaking compatibility with versions before
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1.7.3.</p>
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@ -120,25 +120,22 @@ impossible, at the cost of breaking compatibility with versions before
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<div><a href='images/start-1-full.jpg'><img src='images/start-1.jpg' alt='Wesnoth Screenshot'/></a></div>
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</div>
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<p>There have been no unit multiplayer unit balancing changes in this
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release.</p>
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<h4 id='general'>General</h4>
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<p>The right sidebar on the main game display has been tuned for
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usability. It now gives more prominance to the selected unit's
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usability. It now gives more prominence to the selected unit's
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terrain defence percentage and time-of-day modifier.</p>
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<p>There is a new monster unit: the Water Serpent. Additionally, the
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<p>There is a new monster unit: the Water Serpent. Additionally, the
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Dwarvish Scout from Under the Burning Suns is now part of normal
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Dwarvish sides in campaigns. Several other unit lines — most notably
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the Drakes — have been completely redone with improved art and
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animations.</p>
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<p>Add-on descriptions are now visible on interface panel for the
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download server.</p>
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<p>Add-on descriptions are now accessible from the add-on download dialog via a
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button.</p>
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<p>Most translations have been updated. New translations include English
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<p>Most translations have been updated. New translations include English
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in the Shavian alphabet and Vietnamese.</p>
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<div class='thumb tright'>
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@ -149,31 +146,30 @@ in the Shavian alphabet and Vietnamese.</p>
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<p>This year Wesnoth was once again a Google "Summer of Code" program;
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one of its major results was a complete rework of Wesnoth's support
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for multiplayer campaigns. Sides in multiplayer games are now
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for multiplayer campaigns. Sides in multiplayer games are now
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persistent and can be carried over from one multiplayer scenario to
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the next. The leaders of AI sides are now able to recall from their
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side's list. As a side effect it is now possible to have more than
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the next. The leaders of AI sides are now able to recall from their
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side's list. As a side effect it is now possible to have more than
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one leader with the ability to recruit per side.
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</p>
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<p>Another Summer of Code result is a new framework for Wesnoth's
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artificial intelligence. The AI can now be scripted to significantly
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artificial intelligence. The AI can now be scripted to significantly
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change its behavior in different story settings and in response to
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campaign events, give enemy sides more distinct tactical
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personalities. It is possible, though not easy, to create alternate
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personalities. It is possible, though not easy, to create alternate
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AIs that are also scriptable.</p>
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<p>A new tool called the <a
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href="http://wiki.wesnoth.org/CommandMode#Extra_Debugging_Commands">"gamestate
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inspector"</a> allows a content developer to view and nodify values of
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the WML variables and the recall list through a UI while a game is in
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progress.</p>
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inspector"</a> allows a content developer to view and modify values of
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the WML variables and the recall list while a game is in progress.</p>
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<p>New Orcish Village and Orcish Keep terrain graphics improve the
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options available to map designers.</p>
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<p>Our "Summer of Art" program, working in concert with Google's "Summer
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of Code", produced big results. There are hundreds of new and
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<p>Our "Summer of Art" program, working similar to Google's "Summer
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of Code", produced big results. There are hundreds of new and
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reworked unit portraits available for your add-ons.</p>
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<div class='thumb tright'>
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@ -187,7 +183,7 @@ history timeline has been tweaked to eliminate various minor
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inconsistencies.</p>
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<p>We kept the promise we made in 1.6 when we had to remove Python for
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technical reasons; WML events can now be written in lua. The
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technical reasons; WML events can now be written in lua. The
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integration of lua in the wesnoth game engine is advanced enough to
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even allow the coding of WML action tags with lua definitions that can
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read and modify game state variables in the C++ core.</p>
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