language and content corrections

This commit is contained in:
Gunter Labes 2010-02-14 13:59:15 +00:00
parent 612f8a00ac
commit b611953daa

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