Author: fendrin
Date: Thu Feb 11 18:35:42 2010
New Revision: 41162

URL: http://svn.gna.org/viewcvs/wesnoth?rev=41162&view=rev
Log:
Multiplayer notification.
Loyal units are marked now.
AI is able to recall.
And some more.

Modified:
    website/start/1.8/template.html

Modified: website/start/1.8/template.html
URL: 
http://svn.gna.org/viewcvs/wesnoth/website/start/1.8/template.html?rev=41162&r1=41161&r2=41162&view=diff
==============================================================================
--- website/start/1.8/template.html (original)
+++ website/start/1.8/template.html Thu Feb 11 18:35:42 2010
@@ -68,6 +68,9 @@
 
 <h3 id='players'>For Players</h3>
 
+<p>To help the player keeping those who are loyal to him alive, this units
+are now marked with an overlay symbol that looks like a bronze ring.</p>
+
 <h4 id='campaigns'>Campaigns</h4>
 
 <p>A new campaign, <cite>Delfador's Memoirs</cite>, tells the tale of
@@ -99,6 +102,9 @@
 
 <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 multiplayer lobby has been completely redesigned for improved
 ease of play and better appearance.</p>
 
@@ -140,6 +146,7 @@
 <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.
 </p>
 


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