From b8e33d05fe87165b054a56f97558ab042a79e8f2 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Fri, 29 Feb 2008 12:49:44 +0000 Subject: [PATCH] More detail on WML enhancements. To-do bullets list is now emptied. --- website/start/1.4/template.html | 107 +++++++++++++++++++------------- 1 file changed, 65 insertions(+), 42 deletions(-) diff --git a/website/start/1.4/template.html b/website/start/1.4/template.html index c9665a26c1f..e52350fb45d 100644 --- a/website/start/1.4/template.html +++ b/website/start/1.4/template.html @@ -48,10 +48,12 @@ various GNU/Linux distributions.

What's New in Wesnoth 1.4

-

The 1.4 version brings you no fewer than seven new mainline campaigns, a -redesigned user interface, an amazing variety of high-quality new game -music, and a refresh of the game artwork including improved portrait -images for many unit types.

+

For players, the 1.4 version brings you no fewer than seven new +mainline campaigns, a redesigned user interface, an amazing variety of +high-quality new game music, and a refresh of the game artwork +including improved portrait images for many unit types. For designers, +the map editor and WML have been enhanced to significantly increase +your creative options in writing scenarios.

Just as importantly, it is probably our most solid release yet. We retired over 300 individual bugs during the 1.3 development period, @@ -62,7 +64,7 @@ by sanity-checking Wesnoth's data files before they ship to you.

Wesnoth Screenshot
-

Here are some of 1.4's new features:

+

Here are 1.4's new features in more detail:

Six well-known user-contributed campaigns now ship with the game
@@ -141,7 +143,7 @@ Sulla's Ruins, Waterloo Sunset, Wesbowl.

-
Changed units +
Changed and rebalanced units

The Footpad and Thug units can advance all the way to level 3. Many units have been tuned and rebalanced, including @@ -165,54 +167,74 @@ White Mage, Wraith, and all the Saurians and Bats.

-
The map editor is much more capable. +
Many portraits have been revised or added
-

Maps can now be opened directly from a scenario file and saved -back to it. Starting positions no longer need to be on keeps. The -terrain palette is divided into groups of like terrains, so you'll -scroll it less often. And there are many new terrains; farmland, -Elvish castle, and windmill have been added to the basic set, and -there are bridges for crossing swamp, deep water, or chasms.

+

Many unit and hero portraits have been improved or added. We +have a particularly beautiful set of new portraits in a uniform style for +the Elvish units.

New uses of animation

Many more units have full combat animation. Some units and items now have standing animations; bats flap their wings and -campfires flicker. Units can now have special death animations -- -some Drakes burst into flame when killed.

+campfires flicker. Units can now have special death animations — +some Drakes burst into flame when killed. There are improved base +frames for many units, including Mages and Ghosts, on more varied +uses of halo animations.

-
New weapons and weapon types -
-

Undead axe, undead crossbow, pickaxe, glaive, elven staff, -chainmace.

+
Multiplayer lobby improvements
+

You can set a list of user nicks to be ignored (you won't see +chat from them). You can also set a list of friends for whom you'll +get presence notifications when you are in game.

-
New sound effects and music +
Miscellaneous other improvements
-

Effects for morning star, arcane magic, hatchet, slowdown. Five -new symphonic music tracks.

+

You can now select a female leader in multiplayer. The in-game +help has been revised, reorganized and expanded. There are new +weapons and weapon types: undead axe, undead crossbow, pickaxe, +glaive, elven staff, chainmace. "Holy" damage has become "arcane" and +is a general anti-magic attack applying to more than just +undead. There are five new all-original symphonic music tracks, +and new sound effects for morningstar, arcane magic, hatchet, and +slowdown. Savegames are automatically compressed to save you disk +space.

-
-
+

+ +

And for campaign developers...

+ +
+
The map editor is much more capable.
+

Maps can now be opened directly from a scenario file and saved +back to it. Starting positions no longer need to be on keeps. The +terrain palette is divided into groups of like terrains, so you'll +scroll it less often. And there are many new terrains; farmland, +Elvish castle, and windmill have been added to the basic set, and +there are bridges for crossing swamp, deep water, or chasms. Treatment +of map edges has been changed to eliminate some terrain distortions at +map edges and make small maps look better on a large display (and +these changes apply to the game display too).

+ +
WML is considerably more powerful +
+

Animation WML has been completely redesigned in a much more +flexible and general way. Complex variable substitution is now used +in all action WML. There is safe random-number generation in +multiplayer. A [set_menu_item] tag allows scenario designers +to create custom right-click context menu items which perform +arbitrary WML actions. The Standard Unit Filter and Standard Location +Filter elements have new capabilities (including completed boolean +expressions) that make them much more powerful and can replace most of +what used to be done with special-purpose filters.

+ +
Multiplayer campaigns +
+

The game engine will now support multiplayer campaigns, though +we don't ship any yet. This is an opportunity for designers to explore +a new frontier in Wesnoth play.

- - - - - -
Wesnoth Screenshot
@@ -228,7 +250,8 @@ href='http://www.gnu.org/copyleft/gpl.html'>GNU General Public License href='http://www.wesnoth.org'>wesnoth.org where you will also find instructions for building from source on a range of different operating systems. Ready-to-go -packages are also available for most popular operating systems.

+packages are also available for most popular operating systems, +including Linux and Windows and Mac OS X.