summaryrefslogtreecommitdiff
path: root/assets
diff options
context:
space:
mode:
authorChristopher Schwarz <lakitu7@gmail.com>2009-10-29 00:57:08 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:17:14 +0000
commitecd3749a0b499f1ab884246b72c7811caac16f4f (patch)
treea85288aaec633d4211a664c64fed2733bb3a18f9 /assets
parent2e5168ae753310ac9763ec965d03ba69ea5dfa2c (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')
-rw-r--r--assets/ui/help.txt125
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."
}
}