updated MANUAL and changelog
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176
MANUAL
176
MANUAL
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@ -59,11 +59,10 @@ ORBS
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On the top of the energy bar shown next to each unit of yours is an orb.
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This orb is:
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* green if you control the unit and it hasn't moved this turn
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* green if you control the unit and it hasn't moved this turn,
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* yellow if you control the unit and it has moved this turn, but could
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still move further or attack,
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* red if you control this unit, but it has already used all its
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movement this turn, or
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* red if you control the unit, but it has used all its movement this turn, or
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* blue if the unit is an ally you do not control.
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Enemy units have no orb on the top of their energy bar.
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@ -71,7 +70,7 @@ Enemy units have no orb on the top of their energy bar.
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DESCRIPTION
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The game takes place over a series of battles, or scenarios. Each
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The game takes place over a series of battles, or scenarios. Each
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scenario pits your troops against the troops of one or more adversaries.
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Each side begins with one leader in their keep.
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@ -82,35 +81,37 @@ Each side is given some amount of gold to begin with, and receives 2
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gold pieces per turn, plus 1 more gold piece for every village that side
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controls.
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Each unit also has an upkeep cost. The upkeep cost is generally equal to
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Each unit also has an upkeep cost. The upkeep cost is generally equal to
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the level of the unit, unless the unit has the Loyal trait (see below).
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Units that are not recalled or recruited - ie. that lead the side or
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join the side voluntarily - usually have the Loyal trait. Upkeep is
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only paid if the total upkeep of a side's units is greater than the
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number of villages that side controls. Upkeep paid is the difference
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number of villages that side controls. Upkeep paid is the difference
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between the number of villages and the upkeep cost.
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So, the formula for determining the income per turn is,
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So, the formula for determining the income per turn is
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2 + villages - maximum(0,upkeep - villages)
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where upkeep is equal to the sum of the levels of all units that have
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been recalled and recruited.
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where upkeep is equal to the sum of the levels of all your non-loyal units.
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RECRUITING AND RECALLING
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Units may be recruited with gold, as long as the leader is on a keep,
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and there is at least one vacant castle hex in the castle the leader is
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in. Right-click and select Recruit to recruit new units. After you
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complete a scenario, all surviving units will be available to you next
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scenario. Right-click and select Recall to re-recruit units from
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previous scenarios. Recalling costs 20 pieces of gold. You can first
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highlight free castle tile and then proceed with recruit, this way you
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can choose the tile for recruited unit to appear. This works for
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recruiting and recalling.
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in. Right-click in the empty hex and select Recruit to recruit new
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units from the list that is presented. The cost to Recruit depends on
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the unit, but is usually between 10 and 20 gold.
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You are not able to move a unit on the turn you recruit or recall that unit.
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After you complete a scenario, all surviving units will be available to
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you in the next scenario. Right-click and select Recall to recall units
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from previous scenarios. Recalling costs 20 pieces of gold. A Recalled
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unit retains its previous Level, Experience Points, and (sometimes) any
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magic items acquired, but will arrive with full hitpoints.
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You are not able to move or attack with a unit on the turn you recruit
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or recall that unit.
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UNIT SPECIALTIES
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@ -120,23 +121,28 @@ Unit specialties are described under Unit Description in-game.
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TRAITS
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Units have traits which reflect aspects of their character. Traits are
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assigned randomly to units when they are created. Most units receive two
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traits. The possible traits are as follows:
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Units have traits which reflect aspects of their character.
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Traits are assigned randomly to units when they are created.
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Most units receive two traits. The possible traits are as follows:
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Loyal: has zero upkeep cost
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Strong: does extra damage in close combat, and has a few more hitpoints
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Quick: has one extra movement point, but a few less hitpoints
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Resilient: has more hitpoints
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Intelligent: requires less experience to advance a level
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Strong does 1 extra damage per strike in melee, and has 2 extra hitpoints
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Quick has one extra movement point, but 10% fewer hitpoints
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Resilient has 7 more hitpoints
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Intelligent requires 20% less experience to advance a level (not Trolls)
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There are also some traits that are not assigned randomly:
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Loyal has zero upkeep cost
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Dextrous does 1 extra damage per strike in ranged combat (Elves only)
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Undead immune to poison (Undead only)
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MOVING
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When a unit is clicked on, all the places it can move to on the current
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turn are lit up, while everywhere it can't move is marked in grey. You
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can then click on the hex you want it to move to. Moving onto a village
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that is neutral or owned by an enemy will take ownership of it. If you
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turn are lit up, while everywhere it can't move is marked in grey. You
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can then click on the hex you want it to move to. Moving onto a village
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that is neutral or owned by an enemy will take ownership of it. If you
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select a destination which is beyond reach in the current turn, the unit
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will enter 'goto-mode' and continue moving towards that destination in
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subsequent turns. You can easily undo goto movements in the beginning
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@ -144,79 +150,90 @@ of your turn; goto can be broken by selecting the unit and choosing a
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new destination.
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You may not move through hexes adjacent to enemy units (their Zone of
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Control) without stopping. However, level 0 units do not have a Zone of
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Control) without stopping. However, level 0 units have no Zone of
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Control.
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FIGHTING
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If you move next to an enemy unit, you may attack it. Click on your unit
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that is next to an enemy unit, and click on the enemy you want to
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attack. Every unit has one or more weapons they can attack with. Some
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If you move next to an enemy unit, you may attack it. Click on your
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unit that is next to an enemy unit, and click on the enemy you want to
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attack. Every unit has one or more weapons it can attack with. Some
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weapons, such as swords, are melee weapons, and some weapons, such as
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bows, are ranged weapons.
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If you attack with a melee weapon, the enemy you attack will be able to
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strike back at you with its melee weapon. If you attack with a ranged
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strike back at you with its melee weapon. If you attack with a ranged
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weapon, the enemy will be able to attack back with its ranged weapon, if
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it has one.
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Different types of attacks do different amounts of damage, and a certain
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number of strikes may be made with each weapon. For instance, an Elvish
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number of strikes may be made with each weapon. For instance, an Elvish
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Fighter does 5 points of damage with its sword every time it hits, and
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can strike 4 blows with the sword in one exchange. This is generally
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can strike 4 blows with the sword in one exchange. This is generally
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written as 5-4, meaning 5 damage per hit, and 4 strikes.
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Every unit has a chance of being hit based on the terrain it is on. For
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Every unit has a chance of being hit based on the terrain it is in. For
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instance, units in castles and villages have a lower chance of being
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hit, and Elves in forest have a low chance of being hit. To see a unit's
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defense rating (ie. chance not to be hit) in terrain, click on the unit,
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and then mouse over the terrain you're interested in, and the defense
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rating will be displayed as a % in the top right corner of the status
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hit, and Elves in forest have a low chance of being hit. To see a
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unit's defense rating (ie. chance not to be hit) in terrain, click on
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the unit, and then mouse over the terrain you're interested in, and the
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defense rating will be displayed as a percentage value in the status
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pane, as well as shown over the terrain hex.
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ALIGNMENT
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Every unit has an alignment: lawful, neutral, or chaotic. Alignment
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affects how units perform at different times of day. The following table
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illustrates the different times of the day:
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affects how units perform at different times of day. Neutral units are
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unaffected by the time of day. Lawful units do more damage during the
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day and less at night. Chaotic units do more damage at night and less
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during the day.
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| turn | day-phase |
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---------------------
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| 1 | dawn |
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| 2 | day |
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| 3 | day |
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| 4 | dusk |
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| 5 | night |
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| 6 | night |
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The two "day" and "night" phases are differentiated as Morning,
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Afternoon and First Watch, Second Watch, by the positions of the sun and
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moon in the time of day graphic.
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Units that are Lawful deal 25% more damage during the day, and 25% less
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damage at night. Units that are Chaotic deal 25% more damage at night,
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and 25% less damage during the day. Neutral units have their fighting
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unaffected by the day/night cycle. Note also that in-game, the two "day"
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and "night" phases are differentiated as Morning, Afternoon and First
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Watch, Second Watch, by the positions of the sun and moon in the time of
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day graphic.
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The following table shows the effects of different times of the day on
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the damage dealt by lawful and chaotic units:
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| turn | day-phase | lawful | chaotic |
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------------------------------------------------------
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| 1 | dawn | - | - |
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| 2 | day (Morning) | +25% | -25% |
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| 3 | day (Afternoon) | +25% | -25% |
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| 4 | dusk | - | - |
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| 5 | night (First Watch) | -25% | +25% |
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| 6 | night (Second Watch) | -25% | +25% |
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For example: consider a fight between a Lawful and a Chaotic unit when
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both have a base damage of 12. At dawn and dusk, both will do 12 points
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of damage if they hit. During Morning or Afternoon, the Lawful unit
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will do (12 * 1.25) or 15 points, while the Chaotic unit will do (12 *
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0.75) or 9 points. During First or Second Watch, the Lawful unit would
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do 9 points compared to the Chaotic unit's 15.
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If an equivalent Neutral unit were fighting, it would always do 12
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points of damage regardless of the time of day.
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HEALING
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Injured units in villages will recover 8 hitpoints every turn. Injured
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Injured units in villages will recover 8 hitpoints every turn. Injured
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units that are adjacent to units with the 'heal' or 'cure' abilities
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will also heal. A unit that does not move or fight during a turn is
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'resting' and will recover 2 hitpoints. Hitpoints recovered through
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will also heal. A unit that does not move or fight during a turn is
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'resting' and will recover 2 hitpoints. Hitpoints recovered through
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'resting' are added on top of hitpoints recovered through healing or
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regenerating.
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A unit with the 'heals' ability may heal up to 8 hitpoints total per
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turn. A unit with the 'cures' ability may heal up to 18 hitpoints total
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turn. A unit with the 'cures' ability may heal up to 18 hitpoints total
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per turn.
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Units next to unit(s) with the 'heals' ability will recover a maximum of
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4 hitpoints per turn; units next to unit(s) with the 'cures' ability
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will recover a maximum of 8 hitpoints per turn. However, the more units
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around a unit that can heal, the less each one will be healed.
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will recover a maximum of 8 hitpoints per turn. The more units around a
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unit that can heal, the less each one will be healed.
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An example of 'heals' with multiple adjacent units:
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@ -227,13 +244,13 @@ An example of 'heals' with multiple adjacent units:
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hitpoints.
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A unit may be healed a maximum of 8 hitpoints per turn, with a possible
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2 hitpoints extra if resting. Therefore trolls, which have the
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regenerate ability, will only recover 8 hitpoints when residing in a
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village, not 16. Nor will a unit inside a village get extra healing from
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adjacent healers.
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2 hitpoints extra if resting. Trolls, which have the regenerate
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ability, will only recover 8 hitpoints when residing in a village, not
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16. Nor will a unit inside a village get extra healing from adjacent
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healers.
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'Heals' prevents poison from causing damage while 'cures' removes
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poison. When poison is cured or prevented the unit does not gain or lose
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poison. When poison is cured or prevented the unit does not gain or lose
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hitpoints on that turn due to healing/poisoning.
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For more information see the in-game help.
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@ -241,13 +258,13 @@ For more information see the in-game help.
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EXPERIENCE
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Units are awarded experience for fighting. After obtaining enough
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experience, they will advance a level and become more powerful. The
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Units are awarded experience for fighting. After obtaining enough
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experience, they will advance a level and become more powerful. The
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amount of experience gained depends on the level of the enemy unit and
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the outcome of the battle: if a unit kills its opponent, it receives 8
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experience points per level of the enemy (4 if the enemy is level 0),
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while units that survive a battle without killing their opponents are
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awarded 1 experience point per level of the enemy. In other words:
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awarded 1 experience point per level of the enemy. In other words:
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| enemy level | kill bonus | fighting bonus |
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---------------------------------------------
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@ -263,20 +280,21 @@ awarded 1 experience point per level of the enemy. In other words:
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MULTIPLAYER
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You can host a multiplayer game with your client or connect to the
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wesnoth game server and setup your game there. If you host a game with
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your client other players need to be able to connect to port 15000 of
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wesnoth game server and setup your game there. If you host a game with
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your client, other players need to be able to connect to port 15000 of
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your computer using TCP. If you are behind a firewall and want to host
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a game, you will probably need to change your firewall settings to allow
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incoming connections to port 15000, and to tell your firewall to forward
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such traffic to the machine hosting the game. If you join a game hosted
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on a public server or by someone else, you will need to ensure you can
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make outgoing TCP connections to port 15000 (this is usually the case).
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such traffic to the machine hosting the game. You should not need to
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make firewall changes to join games hosted on a public server or by
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someone else.
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Public servers:
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server.wesnoth.org for official releases of the game
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devsrv.wesnoth.org for CVS versions of the game
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server.wesnoth.org most recent release of the game
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devsrv.wesnoth.org up-to-date CVS version of the game
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Additional servers are listed at http://wesnoth.slack.it/?MultiplayerServers
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Setting up a multiplayer game
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@ -292,7 +310,7 @@ Setting up a multiplayer game
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Step 3: configure players (teams/alliances, starting gold, faction)
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and then wait for all players set to 'network player' to join the
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game, you will see "network player" replaced with their nicknames as
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game. You will see "network player" replaced with their nicknames as
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they join.
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Step 4: click [I'm Ready].
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@ -6,11 +6,16 @@ CVS HEAD:
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* fixed 'make dist' not removing stamp-po files, causing broken translations
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* updated translations:
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* Catalan, Finnish, Swedish, Turkish
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* updated MANUAL, brought into synch with wiki
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* campaigns
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* Eastern Invasion: made Captured a bit easier
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* unit graphics and sound improvements:
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* new or modified images for Dwarvish Thunderer
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* new death animations for Dwarvish Thunderer, Elvish Archer
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* restored dialog titles for multiplayer screens (#13049)
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* wesnothd no longer rejects :control command with "Side not found"
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* --nosound commandline option now does not initialize sound (part of #11669)
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* --nosound commandline option no longer initializes sound (part of #11669)
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* players can now control multiple sides in multiplayer
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Version 0.9.2:
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* user interface improvements:
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