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Prose cleanup.
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@ -28,7 +28,7 @@
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<h1>Battle for Wesnoth 1.8 Release Notes</h1>
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<p><em>Christmas, 2009</em>. It is once again time for that thrill
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<p>It is once again time for that thrill
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you've all been waiting for, a Wesnoth stable release. The Battle for
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Wesnoth team is proud to release version 1.8 of <em>The Battle for
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Wesnoth</em>, a <a
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@ -68,10 +68,11 @@ game's AI.</p>
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<h3 id='players'>For Players</h3>
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<p>To help the player keeping 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, this 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 players language.</p>
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<p>The names on maps and other images are now localized to the
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player's language.</p>
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<h4 id='campaigns'>Campaigns</h4>
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@ -104,8 +105,8 @@ 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 allowed to "notify" the online player
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that it is on him to play on.</p>
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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 multiplayer lobby has been completely redesigned for improved
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ease of play and better appearance.</p>
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@ -146,19 +147,24 @@ in the Shavian alphabet and Vietnamese.</p>
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<h3 id='campdev'>For Content Developers</h3>
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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 for multiplayer campaigns.
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Sides in multiplayer games are now persistent and can be carried over from one multiplayer scenario to the next.
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The leaders of AI sides are now able to recall from their side's list.
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As a side effect it is now possible to have more than one leader with the ability to recruit per side.
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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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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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one leader with the ability to recruit per side.
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</p>
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<p>Another Google of summer result is a new framework for Wesnoth's artificial intelligence.
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The ai can now be scripted to reflect the needs of certain event based story settings better.
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Even possible but by far harder is the creation of a different ai that fits into the framework.
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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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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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AIs that are also scriptable.</p>
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<p>A very helpfull little new tool is called the "gamestate inspector".
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A content developer can use it to view the values of the wml variables and the recall list ingame through a gui.
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<p>A new tool called the "gamestate inspector" allows a
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content developer to view and nodify values of the WML variables
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and the recall list through a UI while a game is in progress.
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</p>
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<p>Our "Summer of Art" program, working in concert with Google's "Summer
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@ -177,16 +183,11 @@ like putting many new placenames on the main map. The main Wesnoth
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history timeline has been tweaked to eliminate various minor
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inconsistencies.</p>
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<p>More of the AI's control parameters can now be modified
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from with WML, enabling campaign designers to give enemy sides more
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distinct tactical personalities.</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.
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The integration of lua in the wesnoth game engine is advanced enough to even
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allow the coding of self defined action wml tags.
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This is the first time wesnoth allows the content developers to modify wml itself.
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</p>
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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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<p>It is now possible for translators to localize images in
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Wesnoth. For more information and tutorials, look at the wiki article
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