mail[Wesnoth-commits] r33633 - /website/start/1.6/index.html.en


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Posted by crazy-ivanovic on March 14, 2009 - 14:58:
Author: ivanovic
Date: Sat Mar 14 14:58:52 2009
New Revision: 33633

URL: http://svn.gna.org/viewcvs/wesnoth?rev=33633&view=rev
Log:
also update the english html version, that one was not updated with the last 
commit...

Modified:
    website/start/1.6/index.html.en

Modified: website/start/1.6/index.html.en
URL: 
http://svn.gna.org/viewcvs/wesnoth/website/start/1.6/index.html.en?rev=33633&r1=33632&r2=33633&view=diff
==============================================================================
--- website/start/1.6/index.html.en (original)
+++ website/start/1.6/index.html.en Sat Mar 14 14:58:52 2009
@@ -37,7 +37,7 @@
 version 1.6 of <em>The Battle for Wesnoth</em>, a <a
 href='http://www.gnu.org/philosophy/philosophy.html'>Free</a>, turn-based
 strategy game with a fantasy theme and roleplaying elements. The game is <a
-href='#download'>available for download</a> now for Windows, Mac OS X, and
+href='#download'>available for download</a> now for Windows, Mac OS X and
 various GNU/Linux distributions.</p>
 
 <ul>
@@ -61,8 +61,8 @@
 
 <h2 id='game'>What's New in Wesnoth 1.6</h2>
 
-<p>We have many new features for your delectation this time around,
-including a new mainline campaign, two new multiplayer scenarios, and
+<p>We have many new features for your enjoyment this time around,
+including a new mainline campaign, two new multiplayer scenarios and
 another refresh of the user interface.</p>
 
 <!--
@@ -78,11 +78,11 @@
 <p>There is a new mainline campaign, <em>The Legend of Wesmere</em>,
 with new gameplay features including (in one scenario) the ability to
 use the game AI as your commander for an allied side, setting its
-objectives as you like. Search for this hidden feature by clicking 
+objectives as you like. Search for this hidden feature by 
 right-clicking on your allied commanders during scenario 7.
 This campaign was imported from the
-<a href="http://www.wesnoth.org/forum/viewtopic.php?f=8&t=21413";>
-Wesnoth-UMC-Dev project</a>, where it spent a few months being adapted
+<a 
href="http://www.wesnoth.org/forum/viewtopic.php?f=8&t=21413";>Wesnoth-UMC-Dev 
project</a>,
+where it spent a few months being adapted
 for mainline.</p>
 
 <p>Almost all mainline campaigns now use a different method of carrying
@@ -92,17 +92,17 @@
 
 <p>Many mainline campaigns have improved storyline prose and new
 cutscenes or epilogs.  Several have improved and redrawn campaign
-maps. All now have dates in the Wesnoth history timeline and almost
+maps. All now have dates in the Wesnoth history timeline, and almost
 all have journey animations on their campaign maps.  The history and
-geography of Wesnoth have been developed in more depth and detail, and
-more campaigns now include references to events in that overall
+geography of Wesnoth have been developed in more depth and detail:
+More campaigns now include references to events in the overall
 history, adding depth and richness to the narration.</p>
 
 <h4 id='multiplayer'>Multiplayer</h4>
 
 <p>The multiplayer server can now be logged onto using the username and
-password of a Wesnoth forum account.  However, registration and logging
-in using an account is not required and one can continue to use an
+password of a Wesnoth forum account.  However, registration is
+not required and one can continue to use an
 unregistered username.</p>
 
 <p>The multiplayer lobby has been improved to allow easier management of
@@ -123,28 +123,28 @@
 
 <h4 id='general'>General</h4>
 
-<p>The game graphics have been improved, with a whole new range of unit
+<p>The game graphics have been improved with a whole new range of unit
 portraits.  Many more units have full animations and team coloring.</p>
 
 <p>There is a new basic terrain type, coastal reef, which gives most
 land-based units slightly higher defense than in regular shallow
 water, and 70% defense to most water-based units such as mermen and
-naga.  Forests get more variety with graphics for spring/summer, fall,
+nagas.  Forests get more variety with graphics for spring/summer, fall
 and winter deciduous forest terrains.  There are new village graphics
 for human cities and primitive tribal areas.</p>
 
-<p>Our composers have added four new original background tracks:
-<em>Heroes' Rite</em>, <em>The Dangerous Symphony</em>, <em>Suspense</em>
-and <em>The Deep Path</em>. Also, the game now plays special music clips
-for victory and defeat events.</p>
+<p>Our composers have added five new original background tracks:
+<em>Heroes' Rite</em>, <em>Siege of Laurelmor</em>, <em>Suspense</em>,
+<em>The Dangerous Symphony</em> and <em>The Deep Path</em>. Also, the
+game now plays special music clips for victory and defeat events.</p>
 
 <p>The game interface has continued to evolve, especially in making
 more dramatic use of portraits.  Unit recall dialogs now display useful
-information about your veterans' traits.  Addons now display their
+information about your veterans' traits.  Add-ons now display their
 category when you browse them on the download server.</p>
 
 <p>New game translations include Arabic, Croatian, Friulian, Latvian,
-Macedonian, and Marathi.  Existing translations have been extensively
+Macedonian and Marathi.  Existing translations have been extensively
 updated and revised.</p>
 
 <h3 id='campdev'>For Content Developers</h3>
@@ -162,13 +162,13 @@
 formula-based AI that allows more flexible setting of objectives and an
 improved pathfinding algorithm.  As usual, WML has grown more powerful
 with many new tags and attributes to extend the range of what
-campaign authors can do.  The GUI engine is under heavy development, these
+campaign authors can do.  The GUI engine is under heavy development; these
 changes will allow the entire GUI to be configured from WML.  The first steps
 have been made, but the project is not finished yet and will continue in the
 1.7 development cycle.</p>
 
 <p>The support for writing Python AIs has been removed because the
-feature opened a serious security hole; we hope to build an even more
+feature opened a serious security hole. However, we hope to build an even 
more
 powerful AI-scripting feature, possibly using a different and safer
 extension language, in 1.7.</p>
 
@@ -223,8 +223,9 @@
   </li>
   <li><a 
href='http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.6/doc/manual/manual.en.html'>User's
 Manual</a></li>
   <li><a href='http://www.wesnoth.org'>Wesnoth Official Website</a> 
(English)</li>
-  <li><a href='http://www.wesnoth.org/start/1.0'>Wesnoth 1.0 Release 
Notes</a></li>
-  <li><a href='http://www.wesnoth.org/start/1.2'>Wesnoth 1.2 Release 
Notes</a></li>
+<!-- The announcements from 1.0 adn 1.2 were lost in a server crash, 
commenting it out from the release notes... -->
+<!--  <li><a href='http://www.wesnoth.org/start/1.0'>Wesnoth 1.0 Release 
Notes</a></li> -->
+<!--  <li><a href='http://www.wesnoth.org/start/1.2'>Wesnoth 1.2 Release 
Notes</a></li> -->
   <li><a href='http://www.wesnoth.org/start/1.4'>Wesnoth 1.4 Release 
Notes</a></li>
 </ul>
 




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