Author: grickit
Date: Thu Nov 10 19:14:41 2011
New Revision: 51944
URL: http://svn.gna.org/viewcvs/wesnoth?rev=51944&view=rev
Log:
Starting on the "For Content Developers" section
Added:
website/start/1.10/images/start-4-full.jpg (with props)
website/start/1.10/images/start-4.jpg (with props)
Modified:
website/start/1.10/template.html
Added: website/start/1.10/images/start-4-full.jpg
URL:
http://svn.gna.org/viewcvs/wesnoth/website/start/1.10/images/start-4-full.jpg?rev=51944&view=auto
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Added: website/start/1.10/images/start-4.jpg
URL:
http://svn.gna.org/viewcvs/wesnoth/website/start/1.10/images/start-4.jpg?rev=51944&view=auto
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svn:mime-type = application/octet-stream
Modified: website/start/1.10/template.html
URL:
http://svn.gna.org/viewcvs/wesnoth/website/start/1.10/template.html?rev=51944&r1=51943&r2=51944&view=diff
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--- website/start/1.10/template.html (original)
+++ website/start/1.10/template.html Thu Nov 10 19:14:41 2011
@@ -74,57 +74,28 @@
<p>There is a new <cite>Whiteboard</cite> system to help you make plans.
It allows you to plan many recruitment and movement actions ahead, and then
execute them.</p>
-<!--TODO: following: old content, please update!
-<p>To help the player keep those who are loyal to him alive, these units
-are now marked with an overlay symbol that looks like a bronze ring.</p>
-
-<p>The names on maps and other images can now be localized to the
-player's language; several languages already use this new feature. For more
information and tutorials, look at the wiki article
-on <a href="http://wiki.wesnoth.org/ImageLocalization">Image
-Localization</a>.</p>
--->
+
+
<h4 id='campaigns'>Campaigns</h4>
-<!---TODO: better Dead Water summary. I don't like single player -->
+<!--TODO: better Dead Water summary. I don't like single player -->
<p>The campaign <cite>Dead Water</cite> is now in mainline.
In it you play a young merman who is the heir to his kingdom's throne. You
must repel an undead invasion.
Like <cite>Delfador's Memoirs</cite> from Wesnoth 1.8,
<cite>Dead Water</cite> also spent some time being polished in the <a
href="http://wesnoth-umc-dev.sourceforge.net">Wesnoth-UMC-Dev
project</a> to prepare for its mainline inclusion.</p>
-
-<!--TODO: following: old content, please update!
-<p>A new campaign, <cite>Delfador's Memoirs</cite>, tells the tale of
-how a mage-apprentice rose to become Delfador the Great. This campaign
-was imported from the <a
-href="http://wesnoth-umc-dev.sourceforge.net">Wesnoth-UMC-Dev
-project</a>, where it spent almost a year being adapted for
-mainline.</p>
-
-<p>We've continued to polish and improve the mainline campaigns.
-The hero Kaleh's custom advancements in <cite>Under the Burning
-Suns</cite>, long a source of problems, have been redesigned in a more robust
-and streamlined fashion. Significant continuity problems in <cite>Heir to the
-Throne's</cite> "Cliffs of Thoria" scenario have been fixed.
-Some scenarios in <cite>Legend of Wesmere</cite> have been rewritten
-and significantly enhanced. An early version of its multiplayer port
-is available to test Wesnoth's multiplayer campaign feature.</p>
+<!--TODO: What other changes have been made to single player campaigns?-->
+
+
+
+
+<h4 id='multiplayer'>Multiplayer</h4>
<div class='thumb tright'>
<div><a href='images/start-3-full.jpg'><img src='images/start-3.jpg'
alt='Wesnoth Screenshot'/></a></div>
</div>
-
-<p>There are five new full-orchestral music tracks: <cite>Casualties
-of War</cite>, <cite>Into the Shadows</cite>, <cite>Journey's End</cite>,
-<cite>Over the Northern Mountains</cite>, and <cite>Weight of
Revenge</cite>.</p>
-
-<p>The game AI has been significantly debugged and improved; it
-chooses recruits/recalls better, and does smarter target selection.</p>
--->
-
-
-<h4 id='multiplayer'>Multiplayer</h4>
<p>The new lobby from 1.8 has received a lot more polish. It is now stable and
ready to use.</p>
@@ -133,103 +104,34 @@
Numerous updates and balance tweaks were made to other maps.
They have also all been redone to incorporate the new terrain variations.</p>
-<!--following: old content, please update!
-<p>The operating system's GUI can be told to notify the player that it's his
-turn to play.</p>
-
-<p>The multiplayer lobby has been completely redesigned for improved
-ease of play and better appearance.</p>
-
-<p>Random numbers are generated on the Wesnoth multiplayer server during MP
-combats. This makes certain kinds of cheats and out-of-sync conditions
-impossible, at the cost of breaking compatibility with versions before
-1.7.13.</p>
--->
+
+
<h4 id='general'>General</h4>
-
-<div class='thumb tright'>
- <div><a href='images/start-3-full.jpg'><img src='images/start-3.jpg'
alt='Wesnoth Screenshot'/></a></div>
-</div>
<p>The first batch of standing animations have arrived. Togethor with the new
animated water,
they breath life into the previously near-motionless battlefield.</p>
<p>You will now be able to uninstall multiple add-ons at once with
checkboxes.</p>
-<!--TODO: following: old content, please update!
-<p>The right sidebar on the main game display has been tuned for
-usability. It now gives more prominence to the selected unit's
-terrain defence percentage and time-of-day modifier.</p>
-
-<p>There is a new monster unit: the Water Serpent. Additionally, the
-Dwarvish Scout from Under the Burning Suns is now part of normal
-Dwarvish sides in campaigns. Several other unit lines — most notably
-the Drakes — have been completely redone with improved art and
-animations.
-A remake of the merfolk units out of our Art Director's
-virtual pencil has been completed in this release cycle.
-(But most animations are still missing for them.)
-</p>
-
-<div class='thumb tright'>
- <div><a href='images/start-1-full.jpg'><img src='images/start-1.jpg'
alt='Wesnoth Screenshot'/></a></div>
-</div>
-
-<p>Add-on descriptions are now accessible from the add-on download dialog via a
-button.</p>
-
-<p>Most translations have been updated. In addition, Vietnamese has returned,
and we have a new transliteration, English in the Shavian alphabet.</p>
--->
+
+
+
<h3 id='campdev'>For Content Developers</h3>
-
-<!--TODO: following: old content, please update!
-<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>
-
-<p>Another Summer of Code result is a new framework for Wesnoth's
-artificial intelligence. The AI can now be scripted to significantly
-change its behavior in different story settings and in response to
-campaign events, give enemy sides more distinct tactical
-personalities. It is possible, though not easy, to use scripting
-languages (formula_ai, lua) to create alternate AIs that are also
scriptable.</p>
-
-<p>A new tool called the <a
-href="http://wiki.wesnoth.org/CommandMode#Extra_Debugging_Commands">"gamestate
-inspector"</a> allows a content developer to view the values of
-the WML variables, ai configuration, and the recall list while a game is in
progress.</p>
<div class='thumb tright'>
<div><a href='images/start-4-full.jpg'><img src='images/start-4.jpg'
alt='Wesnoth Screenshot'/></a></div>
</div>
-<p>New Orcish Village and Orcish Keep terrain graphics improve the
-options available to map designers.</p>
-
-<p>We've also achieved excellent results with our inaugural 'Summer Art
-Scholarship' program. This has led to dozens of new portraits, as well as a
-complete rework of the Drake sprites. We hope to continue this program in
-coming years.</p>
-
-
-<p>We paid a lot of attention to world continuity, from small details
-like replacing earth-human names for characters up through larger ones
-like putting many new placenames on the main map. The main Wesnoth
-history timeline has been tweaked to eliminate various minor
-inconsistencies.</p>
-
-<p>We kept the promise we made in 1.6 when we had to remove Python for
-technical reasons; WML events and AI components can now be written in lua. The
-integration of lua in the wesnoth game engine is advanced enough to
-even allow the coding of WML action tags with lua definitions that can
-read and modify game state variables in the C++ core.</p>
--->
+<p>Thanks to the new <a
href="http://wiki.wesnoth.org/PersistenceWML">persistent variables</a> feature,
+add-on authors are now able to save data to the players' computers. This data
will be accessible in
+future matches or campaign play-throughs.</p>
+
+<p>A batch of new item icons have been included for add-on authors to take
advantage of.
+They include pictures of potions, robes, various types of armor, and some
magical looking jewelry.
+They have been drawn in the style of our existing attack icons.</p>
+
+
<div class='visualClear'></div>
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