ManualSuggestions

From The Battle for Wesnoth Wiki


This page is meant for suggestions on how to improve the manual. Those improvements will (if they are accepted) be merged into the manual shipped in game and being linked to from the Wesnoth Manual site.

1. Under the Units section of the manual it would be extremely useful to be able to trace the advancement of all the different unit types available. Obviously, this would present a maintenance issue with new campaigns and unit types being created, but I find it very frustrating when I have a choice in which advancement to take for a unit and I have no idea what the future advancement options may be beyond that point. As an example, suppose you currently have a Mage. You may choose to advance as Red Mage, or White Mage. You may use the profile on each to display those particulars and make your choice. However, Red Mage and White Mage also have advancements to Silver Mage and Mage of Light. Yet how are you to have any idea what abilities those units might have available? A comprehensive advancement tree in the manual would provide such valuable information.

2. In a similar vein, the in game help available from the main menu is very incomplete. It does not have information on any units or special abilities not available in a scenario it has not loaded. It would be very useful for the help button to scan all the installed scenarios and gather this information together if it is not placed directly in a consolidated file updated when new scenarios are installed.

3. Perhaps we should develop a Malay (Bahasa Melayu) version of the manual - this language is substantially different from Bahasa Indonesia despite their common origin.

4. Initiative isn't listed in Abilities section. Definition in help: All adjacent friendly units will strike first in melee combat, even when defending.

Make a short reference: example

Trait
assigned randomly to units when they are created
Race
Intelligent
require 20% less experience than usual to advance
all
Quick
1 extra movement point, but 5% less HP than usual
all
Resilient
4 HP plus 1 HP per level
all
Strong
1 more damage
all
Dextrous
1 more damage for every successful strike in ranged combat
Elves
Healthy
2 more HP and rest heal 2 additional HP after each turn they did not fight
Dwarves
Fearless
not suffer from a negative attack bonus during its unfavorable time of day
Trolls, WCorpses
Specialties
always assigned based on the unit type
Race
Loyal
don't incur upkeep
Volunteers
Undead
are immune to poison, also drain and plague
Undead
Mechanical
are immune to poison, also drain and plague
Mechanical
Regeneration
heal 8 points each turn, no additional benefit from village or healing unit
Trolls,Woses
Healing
Elvish Shaman, Elvish Druid, Elvish Shyde, White Mage, Mage of Light, Paladin
healers
ZOC
zone of control: covering all 6 neighboring hexes
all
Abilities

Time
Backstab
double damage
offence
Berserk
until one of the combatants is slain, or 30 rounds of attacks
offence & defence
Charge
double damage but also double damage from counterattack
offence
Drain
heal itself for half the amount of damage it deals (rounded down)
offence & defence
Firststrike
always strikes first
offence & defence
Magical
70% chance to hit
offence & defence
Marksman
at least a 60% chance to hit.
offence
Plague
killed unites become Walking Corpse, doesn't work on undead or villages
offence & defence
Poison
units loose 8 HP every turn until they are cured or are reduced to 1 HP
offence & defence
Slow
halves attack damage and doubled movement cost until it ends a turn
offence & defence
Stone
turn target to stone (may not move or attack)
offence & defence
Swarm
number of strikes is proportional to the % of HP/maximum HP
offence & defence
Ambush
in forest
hide*
Concealment
in villages (with the exception of water villages).
hide *
Cures
cure of poison, ally will receive no additional healing on the turn (villages cures from poison, too)
healing
Heals +4
heal adjacent friendly units at the beginning of each turn, or stop poison from taking effect for that turn
healing
Heals +8
heal up to 8 HP per turn, or stop poison from taking effect for that turn
healing
Illuminates
units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk
offence & defence
Leadership
Adjacent friendly units of lower level will do 25% more damage in battle
offence
Nightstalk
during night
hide *
Regenerates
heals itself 8HP per turn. If poisoned, it will remove poison instead healing
healing
Skirmisher
ignores all enemy Zones of Control.
movement
Steadfast
unit's resistances are doubled, up to a maximum of 50%, when defending
defence
Submerge
in deep water
hide*
Teleport
teleport between any two friendly villages using one of its moves.
movement
*hide: except enemy units standing next to it. Any enemy unit that first discovers loses all its remaining movements.

Turn
Day-phase
Lawful
Chaotic
1
Dawn


2
Day (morning)
25%
-25%
3
Day (afternoon)
25%
-25%
4
Dusk


5
Night (first watch)
-25%
25%
6
Night (second watch)
-25%
25%
Special
Underground
-25%
25%


Key
Function
Ctrl-r
Recruit unit
Alt-r
Recall unit
u
Undo last move
n
Cycle through units that have movement left
d
Describe current unit
Space
End unit turn and cycle to next unit that has movement left
Ctrl-v
Show enemy moves (where the enemy can move next turn)
1-7
Show how far currently selected unit can move in that many turns
Ctrl-a
Toggle accelerated game mode
Ctrl-g
Toggle grid
Alt-k
Toggle shroud
S
Update shroud now
+
Zoom in
-
Zoom out
0
Reset zoom to default
Ctrl-f
Toggle full screen/windowed mode
This page was last modified on 21 July 2015, at 10:02.