updated MANUAL and changelog

This commit is contained in:
András Salamon 2005-06-09 11:34:26 +00:00
parent 19dcaa5877
commit f135ed9181
2 changed files with 103 additions and 80 deletions

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

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@ -6,11 +6,16 @@ CVS HEAD:
* fixed 'make dist' not removing stamp-po files, causing broken translations
* updated translations:
* Catalan, Finnish, Swedish, Turkish
* updated MANUAL, brought into synch with wiki
* campaigns
* Eastern Invasion: made Captured a bit easier
* unit graphics and sound improvements:
* new or modified images for Dwarvish Thunderer
* new death animations for Dwarvish Thunderer, Elvish Archer
* restored dialog titles for multiplayer screens (#13049)
* wesnothd no longer rejects :control command with "Side not found"
* --nosound commandline option now does not initialize sound (part of #11669)
* --nosound commandline option no longer initializes sound (part of #11669)
* players can now control multiple sides in multiplayer
Version 0.9.2:
* user interface improvements: