wesnoth/MANUAL
2005-04-30 14:43:24 +00:00

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/* $Id$ */
THE BATTLE FOR WESNOTH MANUAL
If you are new to Battle for Wesnoth you might want to read the
GettingStarted (http://wesnoth.slack.it/?GettingStarted) guide first.
CONTROLS
F1: The Battle for Wesnoth Help
Arrow keys: Scroll
Left click: Select unit, move unit
Right click: Main menu, cancel action
Middle click: Center on pointer location
Escape: Exit game, exit menu, cancel message
z: Zoom in
x: Zoom out
c: Reset zoom to default
u: Undo last move (only deterministic moves can be undone)
r: Redo move
m: Message another player (in multiplayer)
n: Cycle through units that have movement left
1-7: Show how far currently selected unit can move in that many turns
ctrl-v: Show enemy moves (where the enemy can move next turn)
space: End unit turn and cycle to next unit that has movement left
l: Move to leader unit
ctrl-f: Toggle full screen/windowed mode
ctrl-r: Recruit unit
ctrl-shift-r: Repeat last recruit
alt-r: Recall unit
ctrl-a: Toggle accelerated game mode
d: Describe current unit
ctrl-d: View defensive ratings of current unit against attacks
ctrl-s: Save game
ctrl-l: Load game
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
* 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
* blue if the unit is an ally you do not control
Enemy units have no orb on the top of their energy bar. (In older
versions < 0.5.2 there was a black orb on the top of energy bar of enemy
units)
DESCRIPTION
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.
GOLD
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 a upkeep cost. The upkeep cost is generally equal to
the level of the unit (but see the 'Loyal' trait below). Units that are
not recalled or recruited - i.e. that lead the side or join the side
voluntarily - do not have a upkeep cost associated with them. 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
between the number of villages and the upkeep cost.
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.
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 troops. After you
complete a scenario, all surviving 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.
You are not able to move a unit on the turn you recruit or recall that unit.
UNIT SPECIALTIES
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. Each unit receives 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
MOVING
When a unit is clicked on, all the places it can move to on the current
turn become lit up, while everywhere it can't move is greyed. 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
destination which beyond reach in the current turn, the unit will enter
'goto-mode' and continue moving towards destination in subsequent turns.
You can easily undo goto movements in the beginning of your turn; goto
can be broken by selecting unit and choosing new destination.
You may not move through hexes adjacent to enemy units (their Zone of
Control) without stopping.
FIGHTING
If you move next to an enemy unit, you may attack them. 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
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
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
Fighter does 5 points of damage with his sword every time it hits, and
he can strike 4 blows with it in one exchange. This is generally written
as 5-4.
Every unit has a chance of being hit based on the terrain they are on. F
ex, units in castles and villages have a lower chance of being hit,
Elves in forest have a low chance of being hit, etc. To see a unit's
defense rating (i.e. 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.
ALIGNMENT
Every unit has an alignment: lawful, neutral, or chaotic. Their
alignment affects how they perform at different times of day. The
following table illustrates the different times of the day:
| turn | day-phase |
---------------------
| 1 | dawn |
| 2 | day |
| 3 | day |
| 4 | dusk |
| 5 | night |
| 6 | night |
Units that are Lawful deal 25% more damage at day, and 25% less damage
at night. Units that are Chaotic deal 25% more damage at night, and 25%
less damage at 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 graphic.
HEALING
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
'resting' is 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
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.
An example of 'heals' with multiple adjacent units:
Two units next to a 'healer' will receive 4 hitpoints each.
Three units next to a 'healer' will not receive 4 hitpoints each;
instead, two will receive 3 hitpoints each and one will receive 2
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.
'Heals' prevents poison from causing damage while 'cures' removes
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.
EXPERIENCE
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:
| enemy level | kill bonus | fighting bonus |
---------------------------------------------
| 0 | 4 | 0 |
| 1 | 8 | 1 |
| 2 | 16 | 2 |
| 3 | 24 | 3 |
| 4 | 32 | 4 |
| 5 | 40 | 5 |
| 6 | 48 | 6 |
MULTIPLAYER
You can host multiplayer game with your client or connect to wesnoth
game server and setup your game there. If you host game with your client
other players need to be able to connect your port 15000 (TCP).
Public servers:
server.wesnoth.org for stable releases of the game
devsrv.wesnoth.org for testing releases of the game
devsrv.wesnoth.org:14999 for CVS versions of the game
Setting up multiplayer game
Step 1: select multiplayer from main screen and choose to either:
a) join official server and create game,
b) join any other server or game hosted by another player,
c) select to host game on your client,
d) create a multiplayer game on your own computer as a hotseat game or
e) to play against the computer.
Step 2: select map and configure game settings (fog of war, shroud,
gold per village)
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
they join.
Step 4: click [I'm Ready].