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- New in 1.2
- ~~~~~~~~~~
- This file describes the new additions to AoW. If you're reading this, I'm
- assuming you're familiar with the old instructions. If you've never played
- AoW before, read the file "ActOfWar.doc" which contains full instructions,
- including this new stuff.
-
- New features include:
-
- * Fire (as in flames)
- * Units can return fire even if it's not their turn, under
- certain conditions
- * Character/cursor movement can now be carried out using
- the mouse
- * Weapons now have a range
- * Four new types of weapons:
- Scatter
- Shrapnel
- Incendiary
- Multihit
- * Landmines (and scanners to find them)
- * Reinforcements
-
- Weapons Effects
- ~~~~~~~~~~~~~~~
- Weapons can have several special attributes. These are Explosive, Scatter,
- Incendiary, Shrapnel and Multihit.
-
- Explosive weapons kill outright, unless the target is incredibly tough. They
- also affect the environment around the target, eg. walls may be knocked
- down, windows smashed, other units injured, volatile substances ignited
- etc. They are very powerful, and you'll probably find that they're priced
- accordingly!
-
- Shrapnel weapons are a subset of explosive weapons, which not only explode
- but also throw out shrapnel over a certain area. Characters not in the
- actual area of explosion can therefore still be injured.
-
- Incendiary weapons set fire to their targets without actually exploding. The
- target does not have to be combustible to catch fire - weapons such as
- napalm will even burn on water. A flamethrower not only sets fire to its
- target square, but also all the combustible squares leading to it.
-
- Scatter weapons spread out when fired, allowing several target squares to be
- hit with just one shot. A shotgun is a good example of a low-powered scatter
- weapon, whereas a triple-grenade launcher is also explosive, and can be
- unfeasibly dangerous.
-
- Finally, multihit weapons are very powerful. Like Scatter weapons, they can
- hit several targets with one shot, but unlike Scatter only one line-of-fire
- is used. In other words, the projectile fired carries on in a direction
- until its power has been exhausted. With an extremely powerful weapon such
- as a Particle Cannon, a unit can actually shoot through a wall and hit an
- enemy standing on the other side!
-
- Non-explosive weapons, the majority, simply damage characters. Armour worn
- by a character affects how much damage they sustain. Beware of firing any
- type of weapon near things like oil drums, petrol tanks, ammo crates etc.
- Even non-explosive weapons set them off! Windows, too, can be smashed by
- any type of weapon.
-
- You have to be very careful when shooting at the enemy, as under certain
- conditions they can return fire immediately. If a unit ends a turn with 50%
- or over of its actions unused, and has a skill of 8 or more, it can return
- fire when shot. Obviously, player units can do this too, it's not restricted
- to the computer.
-
- Weapons have a maximum range - you'll be told if you move the cursor too far
- away. Explosive weapons go off when they reach the max range, other weapons
- just sort of reach it and fall to the ground (or fade away or whatever).
-
- Grenades
- ~~~~~~~~
- Grenades have been limited in V1.2 - instead of throwing them Strength*1.5
- squares, they can now only be thrown a distance of Strength/1.5. They were
- just too good in the last version!
-
- Mines and Scanners
- ~~~~~~~~~~~~~~~~~~
- Mines can be placed using the menu item:
-
- Place Mine Keyboard: Actions needed: 8
- ~~~~~~~~~~
- If you have a mine, clicking on this option allows you to
- choose a place to lay it. Mines can only be placed on floor
- squares, and once placed they are invisible to both sides.
-
- A unit which steps on a mine is killed, and shrapnel from the
- blast may injure nearby characters.
-
- Scanners are used to find them:
-
- Use Scanner Keyboard: Actions needed: 6
- ~~~~~~~~~~~
- Invisible mines with no way of discovering them would obviously
- be a little unfair, so scanners can be purchased in the arming
- sequence.
-
- Scanners show up any mines in the immediate area, ie. the area
- on-screen. A flashing disc in a square shows that a mine has
- been detected there. There are two ways to deal with a detected
- mine: walk over it, or avoid it. I would recommend the latter.
-
- Fire
- ~~~~
- You can now start fires using explosive and incendiary weapons. As the
- saying goes, fire is fun! Be careful of fire spreading onto your men,
- explosives, flammable objects etc.
-
- Fire has three intensities. When it starts burning, it is always at maximum
- intensity and blocks line-of-sight. The next strength down also blocks line
- of sight but inflicts less damage if you have to run through it. The lowest
- intensity doesn't block sight at all, and inflicts only slight damage.
-
- ---
-
- That's basically it for gameplay, though there are a lot of other
- improvements, mostly bug fixes and so on. Any problems or suggestions, feel
- free to get in touch via email or normal mail as usual.
-
- Dave Smith, November 1st 1992
-