diff options
author | Christopher Schwarz <lakitu7@gmail.com> | 2009-10-29 00:57:08 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:17:14 +0000 |
commit | ecd3749a0b499f1ab884246b72c7811caac16f4f (patch) | |
tree | a85288aaec633d4211a664c64fed2733bb3a18f9 /assets/ui/help.txt | |
parent | 2e5168ae753310ac9763ec965d03ba69ea5dfa2c (diff) |
* Updates to ui/help.txt (the in-game help menu). In the future, it needs to be rewritten to be more for first-time players than for 1.1 players, but at least this is more complete and up to date for now :)
Diffstat (limited to 'assets/ui/help.txt')
-rw-r--r-- | assets/ui/help.txt | 125 |
1 files changed, 62 insertions, 63 deletions
diff --git a/assets/ui/help.txt b/assets/ui/help.txt index d71e469e..bd4c6a3e 100644 --- a/assets/ui/help.txt +++ b/assets/ui/help.txt @@ -1,17 +1,12 @@ { - "^3Welcome to MGDev!^7" + "^3Welcome^7" { - "This mod is under ongoing development. It is probably buggy and new " - "features will come and go, please be patient and report any bugs you " - "find!\n\n" - "Please visit the Mercenaries Guild at:\n" - "http://www.mercenariesguild.net/\n\n" - "We can also be reached on Freenode IRC:\n" - "#mercenariesguild" - } - "^3Release Notes r2009-3-7^7" - { - "See projects.mercenariesguild.net for details." + "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" { @@ -23,33 +18,42 @@ "creep. If you are near a booster or basilisk, you will see two " "(2X healing) or four (3X healing) barbs around the health cross." } - "Anti-Camping" + "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" { - "Aliens will no longer be as frustrated by camping Human players because " - "the Adv. Dragoon is now available at Stage 2. The Adv. " - "Dragoon snipe attack has splash damage.\n\n" - "Also, because Human turrets " - "have a slight spinup delay, skillful Dretches can run inside the Human " - "base and get a few kills before being shot by turrets." + "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." } - "Barricades" + "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." + "the base. Hives are also much improved to become worth building in stage 3." } "Human Buildables" { - "While turrets now have a small spin up delay before firing, they have " + "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." + "over turrets. " } "Human Weapons" { @@ -57,80 +61,75 @@ "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\n" + "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." + "crisp. Other weapons also have smaller changes." } "Lag Correction" { "While the Tremulous implementation of Neil Toronto's unlagged is " - "becoming widely accepted, MGDev also implements client-side improvements " + "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." } - "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." - } - "Mark 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." - } "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." + "and let go to stop. Alternately, you can change this to a toggle behavior " + "with cg_sprintToggle. \n\n" } "Dodge" { - "Humans have a new movement ability: dodge. You can bind it in the " + "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. " - "The Tyrant's healing aura has been removed, find a booster or a basilisk " - "to heal faster." - } - "Headshots" - { - "Headshots on unarmored humans only cause 150% damage, battlesuit and " - "helmet protection have been reduced so headshot damage remains the same." - } - "^3Credits^7" - { - "MGDev is developed and hosted by the Mercenaries Guild. " - "Contributing developers:\n\n" - "Asa ''Norfenstein'' Kravets\n" - "Tony J. White\n" - "Michael ''Risujin'' Levin\n" - "Ben Millwood (''benmachine'')\n" - "Chris ''Lakitu7'' Schwarz\n" - "Roman ''kevlarman'' Tetelman\n" + "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." } } |