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− | ''This document is kept in synch with the MANUAL file distributed with the game -- please do not edit.''
| + | This document is identical to the manual shipped with the game, thus it is protected from editing. |
| | | |
− | If you are new to ''Battle for Wesnoth'' you might want to read the [[GettingStarted]] guide first.
| + | == Available Languages == |
| | | |
| + | The HTML manual is available in various languages. To read the manual, just click the link of the language of your choice. |
| | | |
− | == Controls == | + | === Stable version === |
| + | * [https://www.wesnoth.org/manual/stable/manual.id.html Bahasa Indonesian] |
| + | * [https://www.wesnoth.org/manual/stable/manual.zh_TW.html Chinese (Traditional)] |
| + | * [https://www.wesnoth.org/manual/stable/manual.zh_CN.html Chinese (Zhongwen)] |
| + | * [https://www.wesnoth.org/manual/stable/manual.cs.html Czech] |
| + | * [https://www.wesnoth.org/manual/stable/manual.en_GB.html English (GB)] |
| + | * [https://www.wesnoth.org/manual/stable/manual.en.html English (US)] |
| + | * [https://www.wesnoth.org/manual/stable/manual.et.html Estonian] |
| + | * [https://www.wesnoth.org/manual/stable/manual.fi.html Finnish] |
| + | * [https://www.wesnoth.org/manual/stable/manual.fr.html French] |
| + | * [https://www.wesnoth.org/manual/stable/manual.gl.html Galician] |
| + | * [https://www.wesnoth.org/manual/stable/manual.de.html German] |
| + | * [https://www.wesnoth.org/manual/stable/manual.hu.html Hungarian] |
| + | * [https://www.wesnoth.org/manual/stable/manual.it.html Italian] |
| + | * [https://www.wesnoth.org/manual/stable/manual.ja.html Japanese] |
| + | * [https://www.wesnoth.org/manual/stable/manual.pl.html Polish] |
| + | * [https://www.wesnoth.org/manual/stable/manual.pt.html Portuguese] |
| + | * [https://www.wesnoth.org/manual/stable/manual.pt_BR.html Portuguese (Brazil)] |
| + | * [https://www.wesnoth.org/manual/stable/manual.ru.html Russian] |
| + | * [https://www.wesnoth.org/manual/stable/manual.sr.html Serbian] |
| + | * [https://www.wesnoth.org/manual/stable/manual.sr@latin.html Serbian (Latin transliteration)] |
| + | * [https://www.wesnoth.org/manual/stable/manual.sr@ijekavian.html Serbian (Ijekavian transliteration)] |
| + | * [https://www.wesnoth.org/manual/stable/manual.sr@ijekavianlatin.html Serbian (Ijekavian Latin transliteration)] |
| + | * [https://www.wesnoth.org/manual/stable/manual.sk.html Slovak] |
| + | * [https://www.wesnoth.org/manual/stable/manual.es.html Spanish] |
| + | * [https://www.wesnoth.org/manual/stable/manual.uk.html Ukrainian] |
| + | * [https://www.wesnoth.org/manual/stable/manual.vi.html Vietnamese] |
| | | |
− | F1 The Battle for Wesnoth Help
| + | === Development version === |
− | Arrow keys Scroll
| + | * [https://www.wesnoth.org/manual/dev/manual.id.html Bahasa Indonesian] |
− | Left click Select unit, move unit
| + | * [https://www.wesnoth.org/manual/dev/manual.zh_TW.html Chinese (Traditional)] |
− | Right click Main menu, cancel action
| + | * [https://www.wesnoth.org/manual/dev/manual.zh_CN.html Chinese (Zhongwen)] |
− | Middle click Center on pointer location
| + | * [https://www.wesnoth.org/manual/dev/manual.cs.html Czech] |
− | Escape Exit game, exit menu, cancel message
| + | * [https://www.wesnoth.org/manual/dev/manual.en_GB.html English (GB)] |
− | ctrl-r Recruit unit
| + | * [https://www.wesnoth.org/manual/dev/manual.en.html English (US)] |
− | ctrl-shift-r Repeat last recruit
| + | * [https://www.wesnoth.org/manual/dev/manual.et.html Estonian] |
− | alt-r Recall unit
| + | * [https://www.wesnoth.org/manual/dev/manual.fi.html Finnish] |
− | u Undo last move (only deterministic moves can be undone)
| + | * [https://www.wesnoth.org/manual/dev/manual.fr.html French] |
− | r Redo move
| + | * [https://www.wesnoth.org/manual/dev/manual.gl.html Galician] |
− | m Message another player (in multiplayer)
| + | * [https://www.wesnoth.org/manual/dev/manual.de.html German] |
− | M Message your allies (in multiplayer)
| + | * [https://www.wesnoth.org/manual/dev/manual.hu.html Hungarian] |
− | alt-m Message everyone in the game (in multiplayer)
| + | * [https://www.wesnoth.org/manual/dev/manual.it.html Italian] |
− | n Cycle through units that have movement left
| + | * [https://www.wesnoth.org/manual/dev/manual.ja.html Japanese] |
− | N Cycle through units that have movement left, in reverse order
| + | * [https://www.wesnoth.org/manual/dev/manual.pl.html Polish] |
− | space End unit turn and cycle to next unit that has movement left
| + | * [https://www.wesnoth.org/manual/dev/manual.pt.html Portuguese] |
− | alt-e End this player's turn (Wesnoth 0.9.4 and earlier)
| + | * [https://www.wesnoth.org/manual/dev/manual.pt_BR.html Portuguese (Brazil)] |
− | alt-space End this player's turn (Wesnoth 0.9.5 and later)
| + | * [https://www.wesnoth.org/manual/dev/manual.ru.html Russian] |
− | ctrl-space Hold unit position; skip this unit when cycling through units
| + | * [https://www.wesnoth.org/manual/dev/manual.sr.html Serbian] |
− | ctrl-v Show enemy moves (where the enemy can move next turn)
| + | * [https://www.wesnoth.org/manual/dev/manual.sr@latin.html Serbian (Latin transliteration)] |
− | ctrl-b Show potential enemy moves, if your units were not on the map
| + | * [https://www.wesnoth.org/manual/dev/manual.sr@ijekavian.html Serbian (Ijekavian transliteration)] |
− | ctrl-f Toggle full screen/windowed mode
| + | * [https://www.wesnoth.org/manual/dev/manual.sr@ijekavianlatin.html Serbian (Ijekavian Latin transliteration)] |
− | ctrl-a Toggle accelerated game mode
| + | * [https://www.wesnoth.org/manual/dev/manual.sk.html Slovak] |
− | ctrl-s Save game
| + | * [https://www.wesnoth.org/manual/dev/manual.es.html Spanish] |
− | ctrl-l Load game
| + | * [https://www.wesnoth.org/manual/dev/manual.uk.html Ukrainian] |
− | | + | * [https://www.wesnoth.org/manual/dev/manual.vi.html Vietnamese] |
− | / Search
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− | t Continue interrupted unit move
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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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− | ctrl-n Rename unit
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− | 1-7 Show how far currently selected unit can move in that many turns
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− | l Move to leader unit
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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-g Toggle grid
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− | alt-k Toggle shroud
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− | ctrl-k Update shroud
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− | alt-l Attach a text label to a terrain hex
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− | alt-s Show status table
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− | ctrl-t Show terrain table
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− | ctrl-m Toggle muting of game sounds
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− | : Command mode, see http://www.wesnoth.org/wiki/CommandMode
| |
− | | |
− | == Orbs ==
| |
− | | |
− | 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 still move further or attack,
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− | * red if you control the unit, but it has used all its movement this turn, or
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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.
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− | | |
− | | |
− | == Description ==
| |
− | | |
− | The game takes place over a series of battles, or scenarios.
| |
− | Each scenario pits your troops against the troops of one or
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− | more adversaries. Each side begins with one leader in their keep.
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− | | |
− | | |
− | == Gold ==
| |
− | | |
− | Each side is given some amount of gold to begin with,
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− | and receives 2 gold pieces per turn, plus 1 more gold piece for
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− | every village that side controls.
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− | | |
− | Each unit also has an upkeep cost.
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− | The upkeep cost is generally equal to the level of the unit,
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− | unless the unit has the 'Loyal' trait (see below).
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− | Units that are not recalled or recruited - i.e. that lead the side
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− | or join the side voluntarily - usually have the Loyal trait.
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− | Upkeep is only paid if the total upkeep of a
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− | side's units is greater than the number of villages that side controls.
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− | Upkeep paid is the difference between the number
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− | 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 your non-loyal units.
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− | | |
− | If the upkeep cost is greater than the number of villages+2 then the side
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− | starts losing gold, if it is equal, no income is gained or lost.
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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 in the empty hex and select Recruit to recruit new
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− | units from the list that is presented. The cost to Recruit depends on
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− | the unit, but is usually between 10 and 20 gold.
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− | | |
− | After you complete a scenario, all surviving units will be available to
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− | you in the next scenario. Right-click and select Recall to recall units
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− | from previous scenarios. Recalling costs 20 pieces of gold. A Recalled
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− | unit retains its previous Level, Experience Points, and
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− | (sometimes) any magic items acquired, but will arrive with full hitpoints. | |
− | | |
− | You are not able to move or attack with a unit on the turn you recruit
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− | 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.
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− | Traits are assigned randomly to units when they are created.
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− | Most units receive two traits. The possible traits are as follows:
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− | | |
− | Strong does 1 extra damage per strike in melee, and has 2 extra hitpoints
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− | Quick has one extra movement point, but 10% fewer hitpoints
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− | Resilient has 7 more hitpoints
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− | Intelligent requires 20% less experience to advance a level (not Trolls)
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− | | |
− | There are also some traits that are not assigned randomly:
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− | | |
− | Loyal has zero upkeep cost
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− | Dextrous does 1 extra damage per strike in ranged combat (Elves only)
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− | Undead immune to poison (Undead only)
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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 marked in grey.
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− | You can then click on the hex you want it to move to.
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− | Moving onto a village that is neutral or owned by an enemy will take
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− | ownership of it.
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− | If you select a destination which is beyond reach in the current turn,
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− | the unit will enter 'goto-mode' and continue moving towards
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− | that destination in subsequent turns.
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− | You can easily undo goto movements in the beginning of your turn;
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− | goto can be broken by selecting unit and choosing a new destination.
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− | | |
− | You may not move through hexes adjacent to enemy units
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− | (their Zone of Control) without stopping.
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− | However, level 0 units have no Zone of Control.
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− | | |
− | | |
− | == Fighting ==
| |
− | | |
− | If you move next to an enemy unit, you may attack it.
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− | Click on your unit that is next to an enemy unit, and click on
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− | the enemy you want to attack.
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− | Every unit has one or more weapons it can attack with.
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− | Some weapons, such as swords, are melee weapons, and some weapons,
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− | such as bows, are ranged weapons.
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− | | |
− | If you attack with a melee weapon, the enemy you attack
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− | will be able to strike back at you with its melee weapon.
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− | If you attack with a ranged weapon, the
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− | enemy will be able to attack back with its ranged weapon, if it has one.
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− | | |
− | Different types of attacks do different amounts of damage,
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− | and a certain number of strikes may be made with each weapon.
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− | For instance, an Elvish Fighter does 5 points of damage with
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− | its sword every time it hits, and can strike 4 blows with the sword
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− | in one exchange. This is generally written as 5-4,
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− | meaning 5 damage per hit, and 4 strikes.
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− | | |
− | Every unit has a chance of being hit based on the terrain it is in.
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− | For instance, units in castles and villages have a lower chance of
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− | being hit, and Elves in forest have a low chance of being hit.
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− | To see a unit's defense rating (i.e. chance not to be hit) in terrain,
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− | click on the unit, and then mouse over the terrain you're
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− | interested in, and the defense rating will be displayed as a
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− | percentage value in the status pane, as well as shown over the terrain hex.
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− | | |
− | | |
− | == Alignment ==
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− | | |
− | Every unit has an alignment: lawful, neutral, or chaotic. Alignment
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− | affects how units perform at different times of day. Neutral units are
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− | unaffected by the time of day. Lawful units do more damage during the
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− | day and less at night. Chaotic units do more damage at night and less
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− | during the day.
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− | | |
− | The two "day" and "night" phases are differentiated as Morning,
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− | Afternoon and First Watch, Second Watch, by the positions of the sun and
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− | moon in the time of day graphic.
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− | | |
− | The following table shows the effects of different times of the
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− | day on the damage dealt by lawful and chaotic units:
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− | | |
− | | turn | day-phase | lawful | chaotic |
| |
− | | -------------------------------------------------- |
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− | | 1 | dawn | - | - |
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− | | 2 | day (Morning) | +25% | -25% |
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− | | 3 | day (Afternoon) | +25% | -25% |
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− | | 4 | dusk | - | - |
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− | | 5 | night (First Watch) | -25% | +25% |
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− | | 6 | night (Second Watch) | -25% | +25% |
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− | | |
− | For example:
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− | consider a fight between a Lawful and a Chaotic unit when both
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− | have a base damage of 12. At dawn and dusk, both will do 12 points
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− | of damage if they hit. During Morning or Afternoon, the
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− | Lawful unit will do (12 * 1.25) or 15 points, while the Chaotic unit
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− | will do (12 * 0.75) or 9 points. During First or Second Watch, the
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− | Lawful unit would do 9 points compared to the Chaotic unit's 15.
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− | | |
− | If an equivalent Neutral unit were fighting, it would always do 12 points
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− | of damage regardless of the hour.
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− | | |
− | == Healing ==
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− | | |
− | Injured units in villages will recover 8 hitpoints every turn.
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− | Injured units that are adjacent to units with the 'heal' or 'cure'
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− | abilities will also heal. A unit that does not move or fight during
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− | a turn is 'resting' and will recover 2 hitpoints.
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− | Hitpoints recovered through 'resting' are added on top of hitpoints
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− | recovered through healing or regenerating.
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− | | |
− | A unit with the 'heals' ability may heal up to 8 hitpoints total per turn.
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− | A unit with the 'cures' ability may heal up to 18 hitpoints total 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 will
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− | recover a maximum of 8 hitpoints per turn.
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− | The more units 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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− | | |
− | 3 units next to a 'healer' will NOT receive 4 hitpoints each:
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− | two will receive 3 hitpoints and one will receive 2 hitpoints.
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− | | |
− | A unit may be healed a maximum of 8 hitpoints per turn,
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− | with a possible 2 hitpoints extra if resting.
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− | Trolls, which have the regenerate ability, will
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− | only recover 8 hitpoints when residing in a village, not 16.
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− | 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 poison.
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− | When poison is cured or prevented the unit does not gain or lose hitpoints on
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− | 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.
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− | After obtaining enough experience, they will advance a level
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− | and become more powerful.
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− | The amount of experience gained depends on the level of the enemy
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− | unit and the outcome of the battle: if a unit kills its opponent,
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− | it receives 8 experience points per level of the enemy
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− | (4 if the enemy is level 0), while units that survive a battle | |
− | without killing their opponents are awarded 1 experience point
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− | 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 games with your client or
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− | connect to the wesnoth game server and setup your game there.
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− | If you host a game with your client, other players need to
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− | be able to connect to your port 15000 using TCP. If you are
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− | behind a firewall, you will probably need to change your
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− | firewall settings to allow incoming connections to port 15000,
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− | and tell your firewall to forward such traffic to the machine
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− | hosting the game.
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− | You should not need to make firewall changes to join games
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− | hosted on a public server or by someone else.
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− | | |
− | Public Official servers:
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− | server.wesnoth.org most recent release of the game
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− | devsrv.wesnoth.org up-to-date CVS version of the game
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− | | |
− | Additional servers are listed at http://wesnoth.slack.it/?[[MultiplayerServers]]
| |
− | | |
− | | |
− | Setting up a multiplayer game
| |
− | | |
− | * Step 1: select multiplayer from main screen and choose to either: | |
− | ** 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) play against the computer.
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− | * Step 2: select map and configure game settings
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− | (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.
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− | You will see "network player" replaced with their nicknames as they join.
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− | * Step 4: click [I'm Ready]. | |
− | | |
− | | |
− | == Campaign Server ==
| |
− | | |
− | You can fetch additional campaigns by selecting Campaign from the title
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− | screen, and in the campaign menu, selecting Get More Campaigns. This
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− | will attempt to make a TCP connection to port 15002 of the campaign
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− | server ('''campaigns.wesnoth.org''') so you need to ensure your firewall
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− | allows this. The campaigns are contributed by users and not all will
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− | work properly on the current release of the game -- check the forums at
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− | if you are having problems.
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− | | |
− | | |
− | == Other Resources ==
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− | | |
− | In-game Help is available in scenarios, press the Help hotkey or select
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− | Help from the menu. The overall homepage of the project is at
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− | http://www.wesnoth.org/ and this links to many other pages related to
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− | the game. Of these, our wiki at http://wiki.wesnoth.org/ contains
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− | contributed walkthroughs and tips for playing the game, the unit
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− | advancement tree, information about making your own scenarios and
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− | campaigns, how to contribute as a developer or a translator, and much
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− | more. You can also join us to chat on IRC at irc.wesnoth.org in channel #wesnoth or join our forum community at http://forum.wesnoth.org/ where
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− | you can discuss the game with over 2000 forum members. The forums also
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− | contain a searchable archive of tens of thousands of posts, spanning
| |
− | over two years -- an invaluable source of information.
| |
| | | |
| == See Also == | | == See Also == |
− | * http://forum.wesnoth.org/ | + | * [https://forum.wesnoth.org/ Official Wesnoth Forums] |
− | * [irc://irc.wesnoth.org/wesnoth #wesnoth IRC channel] | + | * [https://discord.gg/battleforwesnoth Official Wesnoth Discord] |
− | * http://www.wesnoth.org/ | + | * [ircs://irc.libera.chat/wesnoth Official #wesnoth IRC channel on Libera.Chat] |
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| {{Play}} | | {{Play}} |
| + | |
| + | [[Category:Review on Release]] |