From ae77ff0f16cfeea5c867820653558f29dc7a8990 Mon Sep 17 00:00:00 2001 From: itanasi <44038014+itanasi@users.noreply.github.com> Date: Tue, 22 Feb 2022 01:30:10 -0800 Subject: [PATCH] Updating Embarking Tutorial with more details (#6205) * Add Amphibious penalty to Land attacking into Water and vice versa * Replace Landing with Amphibious in all translation files * Fix trailing whitespace * Revert translation files * Change working of Amphibious Set penalty to Landing and Boarding * Type-ify Unique and add Depreciated Add Promotion to Melee Naval Add exception that Landing penalty is NOT against cities * Fix Vanilla * Rename to Landing Party Icon doesn't work * Properly regenerated game.atlas/game.png * Fox naval unit Landind penalty is for attacking on to land * Only Land unit should have Boarding penalty * Unbreak logic * Adding more information to the Embarking Tutorial * More info Co-authored-by: itanasi --- android/assets/jsons/Tutorials.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/android/assets/jsons/Tutorials.json b/android/assets/jsons/Tutorials.json index a381b736fd..2e94268602 100644 --- a/android/assets/jsons/Tutorials.json +++ b/android/assets/jsons/Tutorials.json @@ -85,7 +85,7 @@ "Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again." ], Embarking: [ - "Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful!" + "Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked (cannot use modifiers) and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision." ], Idle_Units: [ "If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units."