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+{
+ "^3Welcome^7"
+ {
+ "In this section you will find a summary of major changes since 1.1. It is "
+ "not a complete list. In general, all things have been tweaked for balance in "
+ "some way.\n\n"
+ "We hope you enjoy playing. Your support gives us valuable data and "
+ "feedback as we work to bring you Tremulous 1.2. Please report all bugs. Thank "
+ "you."
+ }
+ "Alien Healing"
+ {
+ "The most important change for Alien players to know is that their healing "
+ "rate is slower away from creep. To counter this, healing near Boosters "
+ "and Basilisks is greatly accelerated.\n\n"
+ "Watch the health cross icon on your "
+ "HUD to see what your healing rate is. If the icon glows, you are on "
+ "creep. If you are near a booster or basilisk, you will see two "
+ "(2X healing) or four (3X healing) barbs around the health cross."
+ }
+ "Build-point Changes"
+ {
+ "Structures destroyed by enemy players will not immediately become available "
+ "for reuse, but instead enter a queue. Build points will gradually leave the "
+ "queue to become available again, at a rate proportional to the amount of "
+ "points in the queue.\n\n Repeaters can be built at any stage and come with 20 "
+ "BP that can only be used nearby to facilitate making small outposts. Aliens "
+ "do not have a structure that provides additional buildpoints, but they have 150 "
+ "overall BP to compensate."
+ }
+ "Marked Deconstruction"
+ {
+ "The deconstruction method has changed. Buildables are no longer instantly "
+ "deconstructed. Instead, a deconstruct mark appears on the health bar. "
+ "Go ahead and build a new buildable somewhere else and the old one will "
+ "be removed automatically. Buildables that are about to be removed by "
+ "constructing the selected buildable glow red."
+ }
+ "Alien Buildables"
+ {
+ "Nearly useless in 1.1, Barricades now have more health, are cheaper to "
+ "build, and will shrink to allow Aliens to pass over them. Acid tubes "
+ "will fire from behind barricades, providing a formidable defense. "
+ "Experiment with blocking off hallways and building staged defenses, but "
+ "keep in mind that low ceilings will prevent Tyrants from returning inside "
+ "the base. Hives are also much improved to become worth building in stage 3."
+ }
+ "Human Buildables"
+ {
+ "Turrets now have a small spin up delay before firing, but they have "
+ "increased range and damage output.\n\n"
+ "To protect against small Aliens getting inside "
+ "the base, build Tesla Generators at Stage 3. Tesla Generators no longer "
+ "require the Defense Computer to function. Instead, the Defense Computer "
+ "will automatically repair Human buildables. Tesla Generators can fire "
+ "over turrets. "
+ }
+ "Human Weapons"
+ {
+ "Most of the human projeciles have a small volume now, making them more "
+ "effective against smaller targets.\n"
+ "The Lucifer Cannon projectile can be fired faster but now takes longer "
+ "to charge. You will be able to hear your teammates overcharge "
+ "their Lucifer Cannon.\n"
+ "The Flamer projectile now gains more of the velocity of its wielder, "
+ "making it easier to chase down aliens without burning yourself to a "
+ "crisp. Other weapons also have smaller changes."
+ }
+ "Lag Correction"
+ {
+ "While the Tremulous implementation of Neil Toronto's unlagged is "
+ "becoming widely accepted, we also implement client-side improvements "
+ "not possible in 1.1 servers. For those who insist on leading their "
+ "attacks, setting cg_unlagged to 0 will disable backward reconcilliation "
+ "on your hitscan weapons."
+ }
+ "Sprint"
+ {
+ "The sprint bind has changed from \"boost\" to \"+button8\"; you can bind it "
+ "in the options menu or in the console (\\bind shift +button8). Now, instead "
+ "of tapping the button while moving to start sprinting, just hold it down "
+ "and let go to stop. Alternately, you can change this to a toggle behavior "
+ "with cg_sprintToggle. \n\n"
+ }
+ "Dodge"
+ {
+ "Humans also have a new movement ability: dodge. You can bind it in the "
+ "options menu or the console (\\bind shift +button6). When strafing or "
+ "walking backwards, press the dodge key to make a quick, low jump. You "
+ "can bind this to the same key as sprint in the console with \\bind shift "
+ "\"+button8; +button6\""
+ }
+ "Headshots"
+ {
+ "Headshots on unarmored humans only cause 150% damage. Battlesuit and "
+ "helmet protection have been reduced so headshot damage remains the same."
+ }
+ "Dretch"
+ {
+ "Dretches are slightly faster and can now damage any human structure while it "
+ "is still building, but can no longer damage turrets and teslas that "
+ "have been completed."
+ }
+ "Basilisk"
+ {
+ "Basilisks provide regeneration boosting auras to nearby teammates: 2x "
+ "from regular and 3x from advanced basilisks. Their footsteps are also "
+ "silent for greater stealth."
+ }
+ "Marauder"
+ {
+ "The Adv. Marauder's electric shock damage is no longer split between its "
+ "targets, making it more effective against large groups of humans and "
+ "buildables. Targets are now chosen slightly differently: instead of "
+ "each new chain section originating from the previous target, it will "
+ "originate from the first target."
+ }
+ "Dragoon"
+ {
+ "Advanced dragoons are now available at stage 2. Both dragoons have the "
+ "range of their chomp attacks lowered, but their pounce attacks are much "
+ "more useful. Try to use pounce to pin a human to the wall before chomping."
+ }
+ "Tyrant"
+ {
+ "The Tyrant is now a weaker class as its health has been lowered and "
+ "turret damage is greater. To counter this, Tyrants can charge for longer "
+ "periods of time, hit targets multiple times in a single charge, "
+ "and crush any Humans they land on top of. Trample charge does not "
+ "instantly release when full but can be held for two seconds. Trample "
+ "attacks on a human pinned against a wall are VERY powerful. Use this to "
+ "your advantage. The Tyrant's healing aura has been removed; find a "
+ "booster or a basilisk to heal faster."
+ }
+}