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-rw-r--r--manual.lyx235
1 files changed, 146 insertions, 89 deletions
diff --git a/manual.lyx b/manual.lyx
index a76d9f5b..53e6b886 100644
--- a/manual.lyx
+++ b/manual.lyx
@@ -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>