diff options
-rw-r--r-- | manual.lyx | 235 |
1 files changed, 146 insertions, 89 deletions
@@ -61,7 +61,7 @@ Each team in Tremulous differs fundamentally from the other. In contrast the human team is upgrade based, receiving credits for kills that may be exchanged at an Armoury structure for new weapons, armour and equipment. - Two such upgrades are available for free; a rifle and a construction kit, + Two such upgrades are available for free: a rifle and a construction kit, used for building structures. \layout Standard @@ -70,8 +70,8 @@ t. These stages are reached by accruing more than a specific total number of kills by the whole team. Each new stage unlocks new classes, upgrades and buildable structures. - If one team reaches a stage significantly earlier than the other team - it stands a better chance of defeating the opposing team. + If one team reaches a stage significantly earlier than the other team it + stands a better chance of defeating the opposing team. \layout Standard Section @@ -302,8 +302,8 @@ Primary Attack Primary Attack \noun default button to place it. - The outline changes to red when the structure cannot be placed - in its current location. + The outline changes to red when the structure cannot be placed in its current + location. To cancel placing the structure press the \noun on Secondary Attack @@ -1446,10 +1446,11 @@ Advanced Marauder \noun on Secondary Attack \noun default - button while aiming at a nearby human or human structure. If it connects the - electric shock will jump to up to two other nearby targets doing full damage to the - first, half damage to the second and one third damage to the third over a period of one - second provided the attacker stays within range. + button while aiming at a nearby human or human structure. + If it connects the electric shock will jump to up to two other nearby targets + doing full damage to the first, half damage to the second and one third + damage to the third over a period of one second provided the attacker stays + within range. \layout Standard \align center @@ -1616,8 +1617,8 @@ Secondary Attack \noun on Secondary Attack \noun default - button to charge up, then release to leap forward and damage anything - that gets in the way. + button to charge up, then release to leap forward and damage anything that + gets in the way. While charging you will be unable to jump normally and will move at a reduced rate. Aim up a little to fly further when pouncing. @@ -1802,8 +1803,9 @@ Advanced Dragoon \noun on Activate Upgrade \noun default - button. Up to three of these barbs may be held in reserve and - they regenerate automatically over time or instantly by touching a + button. + Up to three of these barbs may be held in reserve and they regenerate automatic +ally over time or instantly by touching a \emph on Booster \emph default @@ -1998,7 +2000,8 @@ Secondary Attack \emph on Tyrant \emph default - also has a healing aura that will double the regeneration rate of lower class aliens within range. + also has a healing aura that will double the regeneration rate of lower + class aliens within range. \layout Subsubsection Structures @@ -2013,18 +2016,16 @@ Egg Overmind \emph default . - With -\emph on -Eggs -\emph default - as the only exception, all alien structures require the presence of an + All alien structures require the presence of an \emph on -Overmind + Overmind \emph default to function. - All alien structures create `creep' around their bases that slows human movement. + All alien structures create `creep' around their bases that slows human + movement. When destroyed, alien structures explode in a shower of acid harmful to - humans. All structures may be built on level floors and when + humans. + All structures may be built on level floors and when \emph on Advanced Grangers \emph default @@ -2115,8 +2116,8 @@ Overmind \emph on Overmind \emph default - and it must be operational before any other structures - can be built. If the + and it must be alive before any other structures can be built. + If the \emph on Overmind \emph default @@ -2134,8 +2135,8 @@ Overmind \emph on Overmind \emph default - has a limited amount of `sentience' which is distributed amongst every other - structure built, each having its own cost. + has a limited amount of `sentience' which is distributed amongst every + other structure built, each having its own cost. \layout Standard \align center @@ -2216,14 +2217,15 @@ The \emph on Egg \emph default - is the most basic and important alien structure; - it is from these that aliens spawn into the game. + is the most basic and important alien structure; it is from these that + aliens spawn into the game. They are also the only structure that continues to function in the absence of an \emph on Overmind \emph default -. +. + \emph on Eggs \emph default @@ -2311,6 +2313,7 @@ Acid Tubes are the primary defensive structure for the alien team. When approached by a human they eject lethal acid in all directions, even over other structures. + \emph on Acid Tubes \emph default @@ -2473,18 +2476,20 @@ Stage: 2 \emph on - Trappers +Trappers \emph default - fire a blob of adhesive spit at any human in their line of sight, freezing them in place - and, if they're not wearing a + fire a blob of adhesive spit at any human in their line of sight, freezing + them in place and, if they're not wearing a \emph on Battlesuit \emph default - , restricts their ability to turn. +, restricts their ability to turn. + \emph on Trappers \emph default - may be built on walls and ceilings, and are rarely effective when built on floors. + may be built on walls and ceilings, and are rarely effective when built + on floors. \layout Standard \align center @@ -2563,18 +2568,19 @@ Any alien that touches a \emph on Booster \emph default - is provided with a poison enhancement on all their melee attacks for a limited - time. - Poison causes victims to lose health steadily over time unless they use a + is provided with a poison enhancement on all their melee attacks for a + limited time. + Poison causes victims to lose health steadily over time unless they use + a \emph on -Medkit + Medkit \emph default or visit a \emph on Medistation \emph default . - Poison does not work on humans equipped with a + Poison does not work against humans equipped with a \emph on Battlesuit \emph default @@ -2587,16 +2593,25 @@ Booster \emph on Advanced Dragoon's \emph default - spike barbs and double the regeneration rate of any nearby aliens with the exception - of -\emph on -Tyrants -\emph default - . The healing aura of -\emph on -Tyrants -\emph off - does not stack with the healing effect of boosters. + spike barbs and double the regeneration rate of any nearby aliens with + the exception of +\emph on + Tyrants +\emph default +. + The healing aura of a +\emph on + Tyrant +\emph off + +\emph default +i +\emph off +s not +\emph default +cumulative +\emph off + with the healing effect of boosters. \layout Standard \align center @@ -2913,7 +2928,8 @@ Attack Primary Attack \noun default button will place it. - When the outline is red, the structure cannot be placed in its current location. + When the outline is red, the structure cannot be placed in its current + location. To cancel placing the structure, press the \noun on Secondary Attack @@ -3960,7 +3976,8 @@ The Lucifer Cannon \emph default is the human team's most devastating weapon. - It is an energy weapon that can hold up to 90 cells at a time, or 135 with a + It is an energy weapon that can hold up to 90 cells at a time, or 135 with + a \emph on Battery Pack \emph default @@ -3971,15 +3988,15 @@ Primary Attack \noun default button, a player may charge up a powerful, slow moving projectile with splash damage. - The longer the attack is charged the more powerful the projectile and - the more ammo used. + The longer the attack is charged the more powerful the projectile and the + more ammo used. If the attack is charged for too long the weapon will explode, damaging the player. The \noun on Secondary Attack \noun default -button fires a smaller, faster projectile that requires no charging. +button fires a smaller projectile that requires no charging. \layout Subsubsection Upgrades @@ -4250,29 +4267,33 @@ Stage: 1 Medkits \emph default are a free holdable given to every human upon spawning and refilled at -\emph on -Medistations -\emph default - to players with full health. They may not be refilled or exchanged at -\emph on +\emph on + Medistations +\emph default + to players with full health. + They may not be refilled or exchanged at +\emph on Armouries -\emph default - . When used with the +\emph default +. + When used with the \noun on -Activate Upgrade + Activate Upgrade \noun default button, \emph on -Medkits + Medkits \emph default - immediately begin restoring health at a slow rate, gradually speeding up until all damage incurred before the + immediately begin restoring health at a slow rate, gradually speeding up + until all damage incurred before the \emph on -Medkit -\emph default - was activated is healed. Additionally, if a human is poisoned, using a + Medkit +\emph default + was activated is healed. + Additionally, if a human is poisoned, using a \emph on -Medkit -\emph default + Medkit +\emph default will cure the poison and confer a 30 second immunity to poison. \layout Standard \align center @@ -4687,13 +4708,9 @@ Reactor \emph on Reactor \emph default -, and it must be present before any structures other than -\emph on -Telenodes -\emph default - and +, and it must be present before any structures other than \emph on -Repeaters + Repeaters \emph default can be built. If the @@ -4791,11 +4808,12 @@ The \emph on Telenode \emph default - is the most basic and fundamental human structure; - it is from these that humans spawn into the game. - They are also the only structure that continues to function in the absence of a + is the most basic and fundamental human structure; it is from these that + humans spawn into the game. + They are also the only structure that continues to function in the absence + of a \emph on -Reactor + Reactor \emph default . \layout Standard @@ -4963,8 +4981,11 @@ Tesla Generators \emph default are a defensive structure that will unconditionally hit any target within their range and line of sight with an electrical surge. - To be built and to function once built, they require the presence of a - + To be built and function, a +\emph on +Tesla Generator +\emph default + requires the presence of a \emph on Defense Computer \emph default @@ -5244,14 +5265,16 @@ Medistation provides the only means for humans to heal themselves. By standing on one, a human will quickly regenerate health up to their maximum of 100. -\emph on -Medistations -\emph default + +\emph on + Medistations +\emph default will also refill -\emph on -Medkits -\emph default - to humans with full health. Only one person may use a +\emph on + Medkits +\emph default + to humans with full health. + Only one person may use a \emph on Medistation \emph default @@ -5371,7 +5394,7 @@ Bindings \align center \begin_inset Tabular -<lyxtabular version="3" rows="21" columns="3"> +<lyxtabular version="3" rows="22" columns="3"> <features islongtable="true"> <column alignment="block" valignment="top" rightline="true" width="4cm"> <column alignment="block" valignment="top" rightline="true" width="4cm"> @@ -5633,6 +5656,40 @@ reactor \noun on +Use Medkit +\end_inset +</cell> +<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> +\begin_inset Text + +\layout Standard + + +\series bold +itemact medkit +\end_inset +</cell> +<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none"> +\begin_inset Text + +\layout Standard + +As human, activate your +\emph on +Medkit +\emph default +. +\end_inset +</cell> +</row> +<row> +<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none"> +\begin_inset Text + +\layout Standard + + +\noun on Use Structure/Evolve \end_inset </cell> |