ManualSuggestions
From Wesnoth
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.
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 |
