Prose cleanup.

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Eric S. Raymond 2010-02-13 14:05:01 +00:00
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<h1>Battle for Wesnoth 1.8 Release Notes</h1>
<p><em>Christmas, 2009</em>. It is once again time for that thrill
<p>It is once again time for that thrill
you've all been waiting for, a Wesnoth stable release. The Battle for
Wesnoth team is proud to release version 1.8 of <em>The Battle for
Wesnoth</em>, a <a
@ -68,10 +68,11 @@ game's AI.</p>
<h3 id='players'>For Players</h3>
<p>To help the player keeping those who are loyal to him alive, this units
<p>To help the player keep those who are loyal to him alive, this 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 players language.</p>
<p>The names on maps and other images are now localized to the
player's language.</p>
<h4 id='campaigns'>Campaigns</h4>
@ -104,8 +105,8 @@ chooses recruits/recalls better, and does smarter target selection.</p>
<h4 id='multiplayer'>Multiplayer</h4>
<p>The operating system's gui can be allowed to "notify" the online player
that it is on him to play on.</p>
<p>The operating system's GUI can be told to notify the online player
that it his turn to play.</p>
<p>The multiplayer lobby has been completely redesigned for improved
ease of play and better appearance.</p>
@ -146,19 +147,24 @@ in the Shavian alphabet and Vietnamese.</p>
<h3 id='campdev'>For Content Developers</h3>
<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 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 one leader with the ability to recruit per side.
one of its major results was a complete rework of Wesnoth's support
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
one leader with the ability to recruit per side.
</p>
<p>Another Google of summer result is a new framework for Wesnoth's artificial intelligence.
The ai can now be scripted to reflect the needs of certain event based story settings better.
Even possible but by far harder is the creation of a different ai that fits into the framework.
</p>
<p>Another Summer of Code result is a new framework for Wesnoth's
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
AIs that are also scriptable.</p>
<p>A very helpfull little new tool is called the "gamestate inspector".
A content developer can use it to view the values of the wml variables and the recall list ingame through a gui.
<p>A new tool called the "gamestate inspector" 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>
<p>Our "Summer of Art" program, working in concert with Google's "Summer
@ -177,16 +183,11 @@ like putting many new placenames on the main map. The main Wesnoth
history timeline has been tweaked to eliminate various minor
inconsistencies.</p>
<p>More of the AI's control parameters can now be modified
from with WML, enabling campaign designers to give enemy sides more
distinct tactical personalities.</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 integration of lua in the wesnoth game engine is advanced enough to even
allow the coding of self defined action wml tags.
This is the first time wesnoth allows the content developers to modify wml itself.
</p>
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>
<p>It is now possible for translators to localize images in
Wesnoth. For more information and tutorials, look at the wiki article