mirror of
https://github.com/wesnoth/wesnoth
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274 lines
10 KiB
Plaintext
274 lines
10 KiB
Plaintext
/* $Id$ */
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THE BATTLE FOR WESNOTH MANUAL
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If you are new to Battle for Wesnoth you might want to read the
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GettingStarted (http://wesnoth.slack.it/?GettingStarted) guide first.
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CONTROLS
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F1: The Battle for Wesnoth Help
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Arrow keys: Scroll
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Left click: Select unit, move unit
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Right click: Main menu, cancel action
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Middle click: Center on pointer location
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Escape: Exit game, exit menu, cancel message
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z: Zoom in
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x: Zoom out
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c: Reset zoom to default
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u: Undo last move (only deterministic moves can be undone)
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r: Redo move
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m: Message another player (in multiplayer)
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n: Cycle through units that have movement left
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1-7: Show how far currently selected unit can move in that many turns
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ctrl-v: Show enemy moves (where the enemy can move next turn)
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space: End unit turn and cycle to next unit that has movement left
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l: Move to leader unit
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ctrl-f: Toggle full screen/windowed mode
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ctrl-r: Recruit unit
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ctrl-shift-r: Repeat last recruit
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alt-r: Recall unit
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ctrl-a: Toggle accelerated game mode
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d: Describe current unit
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ctrl-d: View defensive ratings of current unit against attacks
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ctrl-s: Save game
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ctrl-l: Load game
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ORBS
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On the top of the energy bar shown next to each unit of yours is an orb.
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This orb is:
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* green if you control the unit and it hasn't moved this turn
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* yellow if you control the unit and it has moved this turn, but could
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still move further or attack.
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* red if you control this unit, but it has already used all its
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movement this turn
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* blue if the unit is an ally you do not control
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Enemy units have no orb on the top of their energy bar. (In older
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versions < 0.5.2 there was a black orb on the top of energy bar of enemy
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units)
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DESCRIPTION
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The game takes place over a series of battles, or scenarios. Each
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scenario pits your troops against the troops of one or more adversaries.
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Each side begins with one leader in their keep.
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GOLD
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Each side is given some amount of gold to begin with, and receives 2
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gold pieces per turn, plus 1 more gold piece for every village that side
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controls.
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Each unit also has a upkeep cost. The upkeep cost is generally equal to
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the level of the unit (but see the 'Loyal' trait below). Units that are
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not recalled or recruited - i.e. that lead the side or join the side
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voluntarily - do not have a upkeep cost associated with them. Upkeep is
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only paid if the total upkeep of a side's units is greater than the
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number of villages that side controls. Upkeep paid is the difference
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between the number of villages and the upkeep cost.
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So, the formula for determining the income per turn is,
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2 + villages - maximum(0,upkeep - villages)
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where upkeep is equal to the sum of the levels of all units that have
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been recalled and recruited.
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RECRUITING AND RECALLING
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Units may be recruited with gold, as long as the leader is on a keep,
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and there is at least one vacant castle hex in the castle the leader is
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in. Right-click and select Recruit to recruit new troops. After you
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complete a scenario, all surviving will be available to you next
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scenario. Right-click and select Recall to re-recruit units from
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previous scenarios. Recalling costs 20 pieces of gold. You can first
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highlight free castle tile and then proceed with recruit, this way you
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can choose the tile for recruited unit to appear. This works for
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recruiting and recalling.
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You are not able to move a unit on the turn you recruit or recall that unit.
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UNIT SPECIALTIES
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Unit specialties are described under Unit Description in-game.
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TRAITS
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Units have traits which reflect aspects of their character. Traits are
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assigned randomly to units when they are created. Each unit receives two
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traits. The possible traits are as follows:
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Loyal: has zero upkeep cost
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Strong: does extra damage in close combat, and has a few more hitpoints
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Quick: has one extra movement point, but a few less hitpoints
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Resilient: has more hitpoints
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Intelligent: requires less experience to advance a level
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MOVING
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When a unit is clicked on, all the places it can move to on the current
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turn become lit up, while everywhere it can't move is greyed. You can
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then click on the hex you want it to move to. Moving onto a village that
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is neutral or owned by an enemy will take ownership of it. If you select
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destination which beyond reach in the current turn, the unit will enter
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'goto-mode' and continue moving towards destination in subsequent turns.
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You can easily undo goto movements in the beginning of your turn; goto
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can be broken by selecting unit and choosing new destination.
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You may not move through hexes adjacent to enemy units (their Zone of
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Control) without stopping.
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FIGHTING
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If you move next to an enemy unit, you may attack them. Click on your
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unit that is next to an enemy unit, and click on the enemy you want to
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attack. Every unit has one or more weapons they can attack with. Some
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weapons, such as swords, are melee weapons, and some weapons, such as
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bows, are ranged weapons.
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If you attack with a melee weapon, the enemy you attack will be able to
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strike back at you with its melee weapon. If you attack with a ranged
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weapon, the enemy will be able to attack back with its ranged weapon, if
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it has one.
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Different types of attacks do different amounts of damage, and a certain
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number of strikes may be made with each weapon. For instance, an Elvish
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Fighter does 5 points of damage with his sword every time it hits, and
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he can strike 4 blows with it in one exchange. This is generally written
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as 5-4.
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Every unit has a chance of being hit based on the terrain they are on. F
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ex, units in castles and villages have a lower chance of being hit,
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Elves in forest have a low chance of being hit, etc. To see a unit's
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defense rating (i.e. chance not to be hit) in terrain, click on the
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unit, and then mouse over the terrain you're interested in, and the
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defense rating will be displayed as a % in the top right corner.
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ALIGNMENT
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Every unit has an alignment: lawful, neutral, or chaotic. Their
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alignment affects how they perform at different times of day. The
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following table illustrates the different times of the day:
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| turn | day-phase |
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| 1 | dawn |
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| 2 | day |
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| 3 | day |
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| 4 | dusk |
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| 5 | night |
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| 6 | night |
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Units that are Lawful deal 25% more damage at day, and 25% less damage
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at night. Units that are Chaotic deal 25% more damage at night, and 25%
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less damage at day. Neutral units have their fighting unaffected by the
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day/night cycle. Note also that in-game, the two "day" and "night"
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phases are differentiated as Morning, Afternoon and First Watch, Second
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Watch, by the positions of the sun and moon in the graphic.
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HEALING
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Injured units in villages will recover 8 hitpoints every turn. Injured
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units that are adjacent to units with the 'heal' or 'cure' abilities
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will also heal. A unit that does not move or fight during a turn is
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'resting' and will recover 2 hitpoints. Hitpoints recovered through
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'resting' is added on top of hitpoints recovered through healing or
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regenerating.
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A unit with the 'heals' ability may heal up to 8 hitpoints total per
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turn. A unit with the 'cures' ability may heal up to 18 hitpoints total
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per turn.
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Units next to unit(s) with the 'heals' ability will recover a maximum of
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4 hitpoints per turn; units next to unit(s) with the 'cures' ability
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will recover a maximum of 8 hitpoints per turn. However, the more units
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around a unit that can heal, the less each one will be healed.
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An example of 'heals' with multiple adjacent units:
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Two units next to a 'healer' will receive 4 hitpoints each.
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Three units next to a 'healer' will not receive 4 hitpoints each;
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instead, two will receive 3 hitpoints each and one will receive 2
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hitpoints.
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A unit may be healed a maximum of 8 hitpoints per turn, with a possible
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2 hitpoints extra if resting. Therefore trolls, which have the
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regenerate ability, will only recover 8 hitpoints when residing in a
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village, not 16. Nor will a unit inside a village get extra healing from
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adjacent healers.
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'Heals' prevents poison from causing damage while 'cures' removes
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poison. When poison is cured or prevented the unit does not gain or lose
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hitpoints on that turn due to healing/poisoning.
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For more information see the in-game help.
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EXPERIENCE
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Units are awarded experience for fighting. After obtaining enough
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experience, they will advance a level and become more powerful. The
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amount of experience gained depends on the level of the enemy unit and
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the outcome of the battle: if a unit kills its opponent, it receives 8
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experience points per level of the enemy (4 if the enemy is level 0),
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while units that survive a battle without killing their opponents are
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awarded 1 experience point per level of the enemy. In other words:
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| enemy level | kill bonus | fighting bonus |
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---------------------------------------------
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| 0 | 4 | 0 |
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| 1 | 8 | 1 |
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| 2 | 16 | 2 |
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| 3 | 24 | 3 |
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| 4 | 32 | 4 |
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| 5 | 40 | 5 |
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| 6 | 48 | 6 |
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MULTIPLAYER
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You can host multiplayer game with your client or connect to wesnoth
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game server and setup your game there. If you host game with your client
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other players need to be able to connect your port 15000 (TCP).
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Public servers:
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server.wesnoth.org for stable releases of the game
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devsrv.wesnoth.org for testing releases of the game
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devsrv.wesnoth.org:14999 for CVS versions of the game
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Setting up multiplayer game
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Step 1: select multiplayer from main screen and choose to either:
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a) join official server and create game,
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b) join any other server or game hosted by another player,
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c) select to host game on your client,
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d) create a multiplayer game on your own computer as a hotseat game or
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e) to play against the computer.
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Step 2: select map and configure game settings (fog of war, shroud,
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gold per village)
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Step 3: configure players (teams/alliances, starting gold, faction)
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and then wait for all players set to 'network player' to join the
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game, you will see "network player" replaced with their nicknames as
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they join.
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Step 4: click [I'm Ready].
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