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More detail on WML enhancements. To-do bullets list is now emptied.
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@ -48,10 +48,12 @@ various GNU/Linux distributions.</p>
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<h3 id='game'>What's New in Wesnoth 1.4</h3>
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<p>The 1.4 version brings you no fewer than seven new mainline campaigns, a
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redesigned user interface, an amazing variety of high-quality new game
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music, and a refresh of the game artwork including improved portrait
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images for many unit types.</p>
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<p>For players, the 1.4 version brings you no fewer than seven new
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mainline campaigns, a redesigned user interface, an amazing variety of
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high-quality new game music, and a refresh of the game artwork
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including improved portrait images for many unit types. For designers,
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the map editor and WML have been enhanced to significantly increase
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your creative options in writing scenarios.</p>
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<p>Just as importantly, it is probably our most solid release yet. We
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retired over 300 individual bugs during the 1.3 development period,
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@ -62,7 +64,7 @@ by sanity-checking Wesnoth's data files before they ship to you.</p>
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<div><img src='images/start-1.jpg' alt='Wesnoth Screenshot'/></div>
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</div>
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<p>Here are some of 1.4's new features:</p>
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<p>Here are 1.4's new features in more detail:</p>
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<dl>
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<dt><b>Six well-known user-contributed campaigns now ship with the game</b></dt>
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@ -141,7 +143,7 @@ Sulla's Ruins,
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Waterloo Sunset,
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Wesbowl.</p></dd>
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<dt><b>Changed units</b>
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<dt><b>Changed and rebalanced units</b>
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</dt>
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<dd><p>The Footpad and Thug units can advance all the way to level
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3. Many units have been tuned and rebalanced, including
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@ -165,54 +167,74 @@ White Mage,
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Wraith,
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and all the Saurians and Bats.</p></dd>
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<dt><b>The map editor is much more capable.</b>
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<dt><b>Many portraits have been revised or added</b>
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</dt>
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<dd><p>Maps can now be opened directly from a scenario file and saved
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back to it. Starting positions no longer need to be on keeps. The
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terrain palette is divided into groups of like terrains, so you'll
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scroll it less often. And there are many new terrains; farmland,
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Elvish castle, and windmill have been added to the basic set, and
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there are bridges for crossing swamp, deep water, or chasms. </p></dd>
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<dd><p>Many unit and hero portraits have been improved or added. We
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have a particularly beautiful set of new portraits in a uniform style for
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the Elvish units.</p></dd>
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<dt><b>New uses of animation</b>
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</dt>
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<dd><p>Many more units have full combat animation. Some units and
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items now have standing animations; bats flap their wings and
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campfires flicker. Units can now have special death animations --
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some Drakes burst into flame when killed.</p></dd>
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campfires flicker. Units can now have special death animations —
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some Drakes burst into flame when killed. There are improved base
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frames for many units, including Mages and Ghosts, on more varied
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uses of halo animations.</p></dd>
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<dt><b>New weapons and weapon types</b>
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</dt>
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<dd><p>Undead axe, undead crossbow, pickaxe, glaive, elven staff,
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chainmace.</p></dd>
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<dt><b>Multiplayer lobby improvements</b></dt>
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<dd><p>You can set a list of user nicks to be ignored (you won't see
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chat from them). You can also set a list of friends for whom you'll
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get presence notifications when you are in game.</p></dd>
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<dt><b>New sound effects and music</b>
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<dt><b>Miscellaneous other improvements</b>
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</dt>
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<dd><p>Effects for morning star, arcane magic, hatchet, slowdown. Five
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new symphonic music tracks.</dd>
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<dd><p>You can now select a female leader in multiplayer. The in-game
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help has been revised, reorganized and expanded. There are new
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weapons and weapon types: undead axe, undead crossbow, pickaxe,
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glaive, elven staff, chainmace. "Holy" damage has become "arcane" and
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is a general anti-magic attack applying to more than just
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undead. There are five new all-original symphonic music tracks,
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and new sound effects for morningstar, arcane magic, hatchet, and
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slowdown. Savegames are automatically compressed to save you disk
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space.</p></dd>
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<dt><b></b>
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</dt>
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<dt><b></b></dt>
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<dd><p></p></dd>
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<p>And for campaign developers...</p>
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<dl>
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<dt><b>The map editor is much more capable.</b></dt>
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<dd><p>Maps can now be opened directly from a scenario file and saved
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back to it. Starting positions no longer need to be on keeps. The
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terrain palette is divided into groups of like terrains, so you'll
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scroll it less often. And there are many new terrains; farmland,
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Elvish castle, and windmill have been added to the basic set, and
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there are bridges for crossing swamp, deep water, or chasms. Treatment
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of map edges has been changed to eliminate some terrain distortions at
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map edges and make small maps look better on a large display (and
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these changes apply to the game display too).</p></dd>
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<dt><b>WML is considerably more powerful</b>
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</dt>
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<dd><p>Animation WML has been completely redesigned in a much more
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flexible and general way. Complex variable substitution is now used
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in all action WML. There is safe random-number generation in
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multiplayer. A <tt>[set_menu_item]</tt> tag allows scenario designers
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to create custom right-click context menu items which perform
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arbitrary WML actions. The Standard Unit Filter and Standard Location
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Filter elements have new capabilities (including completed boolean
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expressions) that make them much more powerful and can replace most of
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what used to be done with special-purpose filters.</p></dd>
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<dt><b>Multiplayer campaigns</b>
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</dt>
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<dd><p>The game engine will now support multiplayer campaigns, though
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we don't ship any yet. This is an opportunity for designers to explore
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a new frontier in Wesnoth play.</p></dd>
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</dl>
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<!-- TODO: Convert this list into something more readable -->
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<ul>
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<li>UI redsign/tweaks/...</li>
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<li>Comprossed savegames</li>
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<li>New art/music</li>
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<li>Multiplayer lobby improvements</li>
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<li>Animations</li>
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<li>Arcane</li>
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<li>WML stuff</li>
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<li>Usable Multiplayer campaigns</li>
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<li>Linger mode</li>
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<li>...</li>
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</ul>
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<div class='thumb tright'>
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<div><img src='images/start-2.jpg' alt='Wesnoth Screenshot'/></div>
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</div>
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@ -228,7 +250,8 @@ href='http://www.gnu.org/copyleft/gpl.html'>GNU General Public License</a>
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href='http://www.wesnoth.org'>wesnoth.org</a> where you will also find
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instructions for <a href='http://wesnoth.org/wiki/CompilingWesnoth'>building
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from source</a> on a range of different operating systems. Ready-to-go
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packages are also available for most popular operating systems.</p>
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packages are also available for most popular operating systems,
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including Linux and Windows and Mac OS X.</p>
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<ul>
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<li>
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