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Updated modders docs

Ivan Savenko il y a 2 ans
Parent
commit
06f9513b32

+ 1 - 1
docs/Readme.md

@@ -31,7 +31,7 @@ Please see corresponding installation guide articles for details for your platfo
 ## Documentation and guidelines for players
 
 - [General information about VCMI Project](players/Manual.md)
-- [Frequently asked questions](https://vcmi.eu/faq/)
+- [Frequently asked questions](https://vcmi.eu/faq/) (external link)
 - [Game mechanics](players/Game_Mechanics.md)
 - [Bug reporting guidelines](players/Bug_Reporting_Guidelines.md)
 - [Cheat codes](players/Cheat_Codes.md)

+ 0 - 12
docs/modders/Animation_Format.md

@@ -145,15 +145,6 @@ representing specific one animation. VCMI uses groups as follows:
 
 # Proposed format extensions
 
-## Void format
-
--   vcmi client
--   map editor
-
-Json header may be omitted. In such case a single frame will be loaded
-from same resource ID. Resource id should have no extension, image must
-be in SPRITES/ virtual directory.
-
 ## Texture atlas format
 
 **TODO**
@@ -193,9 +184,6 @@ be in SPRITES/ virtual directory.
 
 ### Texture atlas grid format
 
--   vcmi client
--   map editor
-
 ``` javascript
 {
     // filename is is treated as single texture atlas

+ 23 - 12
docs/modders/Artifact_Format.md

@@ -1,6 +1,4 @@
-See thread <http://forum.vcmi.eu/viewtopic.php?t=558> for discussion
-
-Artifact bonuses use [Bonus Format](Bonus_Format "wikilink").
+Artifact bonuses use [Bonus Format](Bonus_Format.md)
 
 TODO:
 
@@ -18,12 +16,20 @@ In order to make functional artifact you also need:
 
 ``` javascript
 {
-	"type": ["HERO", "CREATURE", "COMMANDER"] //what kind of bearer can use this artifact
-	"class": "TREASURE", //TREASURE, MINOR, MAJOR, RELIC, SPECIAL
-	"slot":	"HEAD", //SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
-		//MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5
-                //also possible MISC, RING 
-	"value": 12000, //based on ARTRAITS.txt		
+	//what kind of bearer can use this artifact
+	"type": ["HERO", "CREATURE", "COMMANDER"] 
+	
+	//TREASURE, MINOR, MAJOR, RELIC, SPECIAL
+	"class": "TREASURE",
+	
+	//SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
+	//MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5
+	//also possible MISC, RING 
+	"slot":	"HEAD", 
+
+	//based on ARTRAITS.txt		
+	"value": 12000, 
+
 	"text":
 	{
 		"name": "Big Sword",
@@ -34,19 +40,24 @@ In order to make functional artifact you also need:
 	{
 		"image": "BigSword.png",
 		"large": "BigSword_large.png",
-		"map": "BigSword.def"//def file for adventure map
+		//def file for adventure map
+		"map": "BigSword.def"
 	},
 	"bonuses":
 	{
 		Bonus_1,
 		Bonus_2
 	},
-	"components": //optional, for combined artifacts only
+	
+	//optional, for combined artifacts only
+	"components": 
 	[
 		"artifact1",
 		"artifact2",
 		"artifact3"
 	],
-	"warMachine" : "some.creature" //if set with artifact works like war machine
+	
+	//if set with artifact works like war machine
+	"warMachine" : "some.creature" 
 }
 ```

+ 22 - 34
docs/modders/Bonus_Format.md

@@ -1,37 +1,31 @@
 Enumerative parameters are described in HeroBonus.h file.
 
-### Short format
-
-``` javascript
-{
-["BONUS_TYPE", val, subtype, addInfo]
-}
-```
-
 ### Full format
 
 All parameters but type are optional.
 
 ``` javascript
 {
-	"type": 	"BONUS_TYPE",
-	"subtype": 	0,
-	"val" : 	0,
-	"valueType": 	"VALUE_TYPE",
-	"addInfo" : 	0, // or [1, 2, ...]
+	"type":         "BONUS_TYPE",
+	"subtype":      0,
+	"val" :         0,
+	"valueType":    "VALUE_TYPE",
+	"addInfo" :     0, // or [1, 2, ...]
 
-	"duration" : 	"BONUS_DURATION", //or ["BONUS_DURATION1", "BONUS_DURATION2", ...]"
-	"turns" : 	0,
+	"duration" :    "BONUS_DURATION", //or ["BONUS_DURATION1", "BONUS_DURATION2", ...]"
+	"turns" :       0,
 
-	"sourceType" : 	"SOURCE_TYPE",
-	"sourceID" : 	0,
+	"sourceType" :  "SOURCE_TYPE",
+	"sourceID" :    0,
 	"effectRange" : "EFFECT_RANGE",
-	"limiters" : 	[
-				"PREDEFINED_LIMITER", optional_parameters (...), //whhich one is preferred?
-				{"type" : LIMITER_TYPE, "parameters" : [1,2,3]}
-			],
+
+	"limiters" : [
+		"PREDEFINED_LIMITER", optional_parameters (...), //whhich one is preferred?
+		{"type" : LIMITER_TYPE, "parameters" : [1,2,3]}
+	],
+	
 	"propagator" : 	["PROPAGATOR_TYPE", optional_parameters (...)],
-	"updater" :	{Bonus Updater},
+	"updater" :	    {Bonus Updater},
 	"propagationUpdater" :	{Bonus Updater, but works during propagation},
 	"description" : "",
 	"stacking" :    ""
@@ -48,10 +42,9 @@ readable.
 
 -   creature.
 -   artifact.
--   skill.
-
+-   skill:
 ``` javascript
-"pathfinding",  "archery",      "logistics",    "scouting",     "diplomacy",
+		"pathfinding",  "archery",      "logistics",    "scouting",     "diplomacy",
 		"navigation",   "leadership",   "wisdom",       "mysticism",    "luck",
 		"ballistics",   "eagleEye",     "necromancy",   "estates",      "fireMagic",
 		"airMagic",     "waterMagic",   "earthMagic",   "scholar",      "tactics",
@@ -59,25 +52,20 @@ readable.
 		"sorcery",      "resistance",   "firstAid"
 ```
 
--   resource.
-
-Possible values:
-
+-   resource:
 ``` javascript
- "wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
+		"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
 ```
 
 -   hero.
 -   faction.
 -   spell.
--   primSkill
-
+-   primarySkill
 ``` javascript
  "attack", "defence", "spellpower", "knowledge" 
 ```
 
--   terrain (since 0.99)
-
+-   terrain:
 ``` javascript
  "dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock"
 ```

+ 8 - 8
docs/modders/VCMI_Campaign_Format.md → docs/modders/Campaign_Format.md

@@ -3,7 +3,7 @@
 Starting from version 1.3, VCMI supports its own campaign format.
 Campaigns have *.vcmp file format and it consists from campaign json and set of scenarios (can be both *.vmap and *.h3m)
 
-To start making campaign, create file named `00.json`. See also [Packing campaign](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format/#packing-campaign)
+To start making campaign, create file named `00.json`. See also [Packing campaign](#packing-campaign)
 
 Basic structure of this file is here, each section is described in details below
 ```js
@@ -25,7 +25,7 @@ Basic structure of this file is here, each section is described in details below
 }
 ```
 
-`"version"` defines version of campaign file. Larger versions should have more features and flexibility, but may not be supported by older VCMI engines. See [compatibility table](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#compatibility-table)
+`"version"` defines version of campaign file. Larger versions should have more features and flexibility, but may not be supported by older VCMI engines. See [compatibility table](#compatibility-table)
 
 # Header properties
 
@@ -38,7 +38,7 @@ In header are parameters describing campaign properties
     "allowDifficultySelection": true, 
 ```
 
-- `"regions"` contains information about background and regions. See section [campaign regions](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#regions-description) for more information
+- `"regions"` contains information about background and regions. See section [campaign regions](#regions-description) for more information
 - `"name"` is a human readable title of campaign
 - `"description"` is a human readable description of campaign
 - `"allowDifficultySelection"` is a boolean field (`true`/`false`) which allows or disallows to choose difficulty before scenario start
@@ -68,14 +68,14 @@ Scenario description looks like follow:
 - `"color"` defines color id for the region. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
 - `"difficulty"` sets initial difficulty for this scenario. If `"allowDifficultySelection"`is defined for campaign, difficulty may be changed by player. Possible values are `0: pawn, 1: knight, 2: rook, 3: queen, 4: king`
 - `"regionText"` is a text which will be shown if player holds right button over region
-- `"prolog"`/`"epilog"` optional, defines prolog/epilog for scenario. See [prolog/epilog](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#prologepilog) section for more information
+- `"prolog"`/`"epilog"` optional, defines prolog/epilog for scenario. See [prolog/epilog](#prologepilog) section for more information
 - `"heroKeeps"` defines what hero will carry to the next scenario. Can be specified one or several attributes from list `"experience", "primarySkills", "secondarySkills", "spells", "artifacts"`
 - `"keepCreatures"` array of creature types which hero will carry to the next scenario. Game identifiers are used to specify creature type.
 - `"startOptions"` defines what type of bonuses player may have. Possible values are `"none", "bonus", "crossover", "hero"`
-  - `none`: player starts scenario without bonuses. [Description](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#none-start-option)
-  - `bonus`: player chooses one of the predefined bonuses. [Description](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#bonus-start-option)
-  - `crossover`: player will start with hero from previous scenario. [Description](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#crossover-start-option)
-  - `hero` : player will start scenario with specified hero. [Description](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#hero-start-option)
+  - `none`: player starts scenario without bonuses. [Description](#none-start-option)
+  - `bonus`: player chooses one of the predefined bonuses. [Description](#bonus-start-option)
+  - `crossover`: player will start with hero from previous scenario. [Description](#crossover-start-option)
+  - `hero` : player will start scenario with specified hero. [Description](#hero-start-option)
 - `"playerColor"` defines color id of flag which player will play for. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
 - "bonuses" array of possible bonus objects, format depends on `"startOptions"` parameter
 

+ 0 - 5
docs/modders/Creature_Format.md

@@ -1,8 +1,3 @@
-Schema in git:
-[config/schemas/creature.json](https://github.com/vcmi/vcmi/blob/develop/config/schemas/creature.json)
-
-See thread <http://forum.vcmi.eu/viewtopic.php?t=533> for discussion.
-
 ## Required data
 
 In order to make functional creature you also need:

+ 0 - 3
docs/modders/Hero_Classes_Format.md

@@ -1,6 +1,3 @@
-Schema in git:
-[config/schemas/heroClass.json](https://github.com/vcmi/vcmi/blob/develop/config/schemas/heroClass.json)
-
 ## Required data
 
 In order to make functional hero class you also need:

+ 0 - 3
docs/modders/Hero_Format.md

@@ -1,6 +1,3 @@
-Schema in git:
-[config/schemas/hero.json](https://github.com/vcmi/vcmi/blob/develop/config/schemas/hero.json)
-
 ## Required data
 
 In order to make functional hero you also need:

+ 2 - 28
docs/modders/Mod_File_Format.md

@@ -1,9 +1,4 @@
-This is description of mod.json file, main file for mods.
-
-Schema in git:
-[config/schemas/mod.json](https://github.com/vcmi/vcmi/blob/develop/config/schemas/mod.json)
-
-## Fields for local file and repository
+## Fields with description of mod
 
 ``` javascript
  
@@ -60,7 +55,7 @@ Schema in git:
 }
 ```
 
-## Fields specific for local file
+## Fields with description of mod content
 
 These are fields that are present only in local mod.json file
 
@@ -135,27 +130,6 @@ These are fields that are present only in local mod.json file
 }
 ```
 
-## Fields present only in repository
-
-This is list of fields that must be added to mod record in repository
-file
-
-``` javascript
- 
-{
-    // URL which launcher will use to download mod
-    "download" : "http://example.com/mods/helloworld.zip",
-
-    // size of mod archive, in kilobytes
-    "size" : 12345,
-
-    // list of URL's with screenshots for this mod
-    "screenshots" : [
-        "http://example.com/images/helloworld_1.png"
-    ]
-}
-```
-
 ## Notes
 
 For mod description it is possible to use certain subset of HTML as

+ 47 - 5
docs/modders/Modding_Guidelines.md

@@ -35,15 +35,57 @@ Minimalistic version of this file:
 }
 ```
 
-See [Mod file Format](Mod_file_Format "wikilink") for its full description.
+See [Mod file Format](Mod_File_Format.md) for its full description.
 
-## Adding new objects
+## Game Identifiers system
 
-(TODO)
+VCMI uses strings to reference objects:
 
-## Modifying existing objects
+- Referencing H3 objects: `"nativeTerrain" : "sand"`. 
+Note: All mods can freely access any existing objects from H3 data.
 
-(TODO)
+- Referencing object from another mod: `"nativeTerrain" : "asphalt"`
+Note: Mods can only reference object from mods that are marked as dependencies
+
+- Referencing objects in bonus system: `"subtype" : "creature.archer"`
+Note: Bonus system requires explicit definition of object type since different bonuses may require different identifier class.
+
+- Referencing object from specific mod: `"nativeTerrain" : "hota.cove:sorceress"`
+Note: In some cases, for example to resolve conflicts when multiple mods use same object name you might need to explicitly specify mod in which game needs to look up an identifier
+
+### Modifying existing objects
+
+Alternatively to creating new objects, you can edit existing objects. Normally, when creating new objects you specify object name as:
+``` javascript
+"newCreature" : {
+    // creature parameters
+}
+```
+
+In order to access and modify existing object you need to specify mod that you wish to edit:
+
+``` javascript
+/// "core" specifier refers to objects that exist in H3
+"core:archer" : {
+	/// This will set health of Archer to 10
+	"hitPoints" : 10,
+},
+
+/// Modifying object named "jumpSoldier" in mod "forge"
+"forge:jumpSoldier" : {
+	/// Set attack of Jump Soldiers to 20
+	"attack": 20
+},
+
+/// Modifying object named "sorceress" in submod "cove" of mod "hota"
+"hota.cove:sorceress" : {
+	/// Set speed of Sorceresses to 10
+	"speed" : 10
+},
+```
+Note that modification of existing objects does not requires a dependency on edited mod. Such definitions will only be used by game if corresponding mod is installed and active.
+
+ This allows using objects editing not just for rebalancing mods but also to provide compatibility between two different mods or to add interaction between two mods.
 
 ## Overriding graphical files from Heroes III
 

+ 1 - 1
docs/modders/Object_Format.md

@@ -14,7 +14,7 @@ Full object consists from 3 parts:
 
 To create visitable object which grants all kinds of rewards (gold,
 experience, Bonuses etc...), see
-[Rewardable](https://github.com/vcmi/vcmi/wiki/Modding-~-Objects-~-Rewardable)
+[Rewardable](Map_Objects/Rewardable.md)
 page.
 
 ## Object group format

+ 0 - 11
docs/modders/Random_Map_Template.md

@@ -1,14 +1,3 @@
-Ideally, template format should be 100% compatible with OH3 format and
-bring additional improvements.
-
-## List of currently available templates
-
--   Analogy
--   Upgrade
--   Golden Ring
--   Unfair Game
--   Jebus Cross
-
 ## Template format
 
 ``` javascript

+ 11 - 10
docs/players/Bug_Reporting_Guidelines.md

@@ -1,12 +1,12 @@
 First of all, thanks for your support! If you report a bug we can fix it. But keep in mind that reporting your bugs appropriately makes our (developers') lifes easier. Here are a few guidelines that will help you write good bug reports.
 
-# Mantis bugtracker
+# Github bugtracker
 
-The main place for managing and reporting bugs is [our bugtracker](http://bugs.vcmi.eu/). When you are not logged in, you can only browse already reported bugs. To be able to report bugs you need to make an account there.
+The main place for managing and reporting bugs is [our bugtracker](https://github.com/vcmi/vcmi/issues). When you are not logged in, you can only browse already reported bugs. To be able to report bugs you need to make an account there.
 
 ## What should be reported
 
-Certainly the most important bugs we would like to know about are crashes and game hangs. Game should not crash nor hang under any conditions. But bugs are not restricted to those extreme cases. Graphical glitches, significant differences in game mechanics from WoG (in this case remember that not everything is implemented yet, we usually don't call missing features as bugs; see [TODO list](TODO_list "wikilink") for details about what is still to be done) and serious performance drops should be reported too.
+Certainly the most important bugs we would like to know about are crashes and game hangs. Game should not crash nor hang under any conditions. But bugs are not restricted to those extreme cases. Graphical glitches, significant differences in game mechanics and serious performance drops should be reported too.
 
 ## What to focus on while testing
 
@@ -16,16 +16,17 @@ There are no specific guidelines on this. Every part of the game needs some atte
 
 First of all, if you encounter a crash, don't re-run VCMI immediately to see if you can reproduce it. Firstly take a screenshot or copy console output (those mostly green letters on black background). Then back up following files (if you won't be able to reproduce the issue you should upload them with issue report):
 
--   VCMI_Client_log.txt
--   VCMI_Server_log.txt
+- VCMI_Client_log.txt
+- VCMI_Server_log.txt
 
 By default, log files are written to:
 
--   Windows: %USERPROFILE%\Documents\My Games\vcmi\\
--   UNIX: ~/.cache/vcmi/
+-   Windows: Documents\My Games\vcmi\\
+-   Linux: ~/.cache/vcmi/
+-   Android: Android/data/is.xyz.vcmi/files/vcmi-data/cache/
 
 Now you should try to reproduce encountered issue. It's best when you write how to reproduce the issue by starting a new game and taking some steps (e.g. start Arrogance map as red player and attack monster Y with hero X). If you have troubles with reproducing it this way but you can do it from a savegame - that's good too. Finally, when you are not able to reproduce the issue at all, just upload the files mentioned above. To sum up, this is a list of what's the most desired for a developer:
 
-1.  (most desired) a map with list of steps needed to reproduce the bug
-2.  savegame with list of steps to reproduce the bug
-3.  (least desired) VCMI_Client_log.txt, VCMI_Server_log.txt, console log and crashdump (you should use this option only when bug is not reproducible but then remember to back logs up before trying to reproduce it).
+1. (most desired) a map with list of steps needed to reproduce the bug
+2. savegame with list of steps to reproduce the bug
+3. (least desired) VCMI_Client_log.txt and VCMI_Server_log.txt (but then remember to back logs up before trying to reproduce it).

+ 3 - 3
docs/players/Client_Commands.md

@@ -1,10 +1,10 @@
 See also: [Cheat Codes](Cheat_Codes.md)
 
 Client commands are set of predefined commands that are supported by VCMI, but unlike cheats they perform utility actions that do not alter state of the gameplay. As of release 1.2 client commands can work by typing them in-game like cheats, preceded by symbol / (for example `/controlai blue`)
-Alternative way, the only one working for older releases is typing them in console:
 
-> Console is separated from game window on desktop versions of VCMI Client.  
-> Windows builds of VCMI run separate console window by default, on other platforms you can access it by running VCMI Client from command line.  
+Alternative way, the only one working for older releases is typing them in console:
+Console is separated from game window on desktop versions of VCMI Client.
+Windows builds of VCMI run separate console window by default, on other platforms you can access it by running VCMI Client from command line.  
 
 Below a list of supported commands, with their arguments wrapped in `<>`
 

+ 13 - 15
docs/players/Game_Mechanics.md

@@ -3,19 +3,18 @@
 Some of game features have already been extended in comparison to Shadow of Death:
 
 - Support for 32-bit graphics with alpha channel. Supported formats are .def, .bmp, .png and .tga
-- Support for maps of any size (2 billion tiles in any direction), including rectangular shapes
+- Support for maps of any size, including rectangular shapes
 - No limit of number of map objects, such as dwellings and stat boosters
 - Hero experience capacity currently at 2^64, which equals 199 levels with typical progression
 - Heroes can have primary stats up to 2^16
 - Unlimited backpack
-- New flexible [bonus system](Bonus_system "wikilink")
 - Support for Stack Experience
 
-The list of implemented cheat codes and console commands is [here](Cheat_codes "wikilink").
+The list of implemented cheat codes and console commands is [here](Cheat_codes.md).
 
 # List of bugs fixed in VCMI
 
-These bugs were present in original Shadow of Death game, however the team decided to fix them to bring back desired behaviour.
+These bugs were present in original Shadow of Death game, however the team decided to fix them to bring back desired behaviour:
 
 # List of game mechanics changes
 
@@ -28,19 +27,18 @@ Some of H3 mechanics can't be straight considered as bug, but default VCMI behav
 
 # List of extended game functionality
 
-- Quick army management in the garrison screen:
+## Quick Army Management
 
-`[LShift] + LClick – splits a half units from the selected stack into`  
-`an empty slot.`  
-`[LCtrl] + LClick – splits a single unit from the selected stack into`  
-`an empty slot.`  
-`[LCtrl] + [LShift] + LClick – split single units from the selected`  
-`stack into all empty hero/garrison slots`  
-`[Alt] + LClick – merge all splitted single units into one stack`  
-`[Alt] + [LCtrl] + LClick - move all units of selected stack to the city's garrison or to the met hero`  
-`[Alt] + [LShift] + LClick - dismiss selected stack`
+- [LShift] + LClick – splits a half units from the selected stack into an empty slot.
+- [LCtrl] + LClick – splits a single unit from the selected stack into an empty slot.
+- [LCtrl] + [LShift] + LClick – split single units from the selected stack into all empty hero/garrison slots
+- [Alt] + LClick – merge all splitted single units into one stack
+- [Alt] + [LCtrl] + LClick - move all units of selected stack to the city's garrison or to the met hero 
+- [Alt] + [LShift] + LClick - dismiss selected stack`
 
-- Mouse click on castle icon in the town screen open quick recruitment window, where we can purhase in fast way units.
+## Quick Recruitment
+
+Mouse click on castle icon in the town screen open quick recruitment window, where we can purhase in fast way units.
 
 # Manuals and guides
 

+ 6 - 6
docs/players/Installation_Android.md

@@ -1,4 +1,4 @@
-# Download and install VCMI
+## Download and install VCMI
 
 **This app requires original heroes 3 sod / complete files to operate, they are not supplied with this installer. it is recommended to purchase version from gog.com. Heroes 3 "hd edition" (steam version) files are not supported !!!**  
 Installation is a two step process, at first you need to install game, then you need to upload Heroes3 original data files into your android device.
@@ -7,13 +7,13 @@ Installation is a two step process, at first you need to install game, then you
 - Latest release as .apk file: <https://github.com/vcmi/vcmi/releases/latest>
 - Daily builds (unstable): <https://builds.vcmi.download/branch/develop/Android/>
 
-# Installing Heroes III data files
+## Installing Heroes III data files
 
 - Install Heroes III on your PC or extract Heroes III data files from gog installer
 - Connect your device to PC and enable file transfer.
 - Copy "Data", "Maps" and "Mp3" from Heroes III to any folder on  mobile device, then open VCMI, select Heroes III data import option, then select the folder where you copied Heroes III data.
 
-# Troubleshooting / well known issues
+## Troubleshooting / well known issues
 
 ### The game crashes on start
 
@@ -29,12 +29,12 @@ Installation is a two step process, at first you need to install game, then you
 
 ### I installed play version, but the screen is flashing / blank on its edges
 
-**Solution:** Should be fixed since VCMI 1.3
+**Solution:** Update app to latest version
 
 ### The game always starts in 800x600 resolution, cannot effectively change it, also there is a lot of blank space on my widescreen device
 
-**Solution:** Should be fixed since VCMI 1.3
+**Solution:** Update app to latest version
 
 ## Other problems
 
-Please report about gameplay problem on forums: [Help & Bugs](https://forum.vcmi.eu/c/international-board/help-bugs) or [Discord](https://discord.gg/chBT42V). Make sure to specify your device and used version of Android.
+Please report about gameplay problem: [Github](https://github.com/vcmi/vcmi/issues), [Help & Bugs](https://forum.vcmi.eu/c/international-board/help-bugs) or [Discord](https://discord.gg/chBT42V). Make sure to specify your device and used version of Android.

+ 2 - 2
docs/players/Installation_Linux.md

@@ -15,7 +15,7 @@ To install VCMI from PPA use:
     sudo apt install vcmi
 ```
 
-### Unstable testing build from PPA**
+### Unstable testing build from PPA
 
 We also provide latest, unstable builds mostly suitable for testing here: <https://launchpad.net/~vcmi/+archive/ubuntu/vcmi-latest>
 
@@ -99,7 +99,7 @@ innoextract --output-dir=~/Downloads/HoMM3 "setup_heroes_of_might_and_magic_3_co
 
 Once innoextract completes, start VCMI Launcher and choose to copy existing files. Select the ~/Downloads/HoMM3 directory. Once copy is complete, you can delete both offline installer files as well as ~/Downloads/HoMM3.
 
-## Install using existing Heroes III data
+## Install manually using existing Heroes III data
 
 Copy "Data", "Maps" and "Mp3" from Heroes III to `$HOME/.local/share/vcmi/`
 Or, in case of flatpak install to `$HOME/.var/app/eu.vcmi.VCMI/data/vcmi/`

+ 6 - 6
docs/players/Installation_iOS.md

@@ -8,7 +8,7 @@ You can run VCMI on iOS 12.0 and later, all devices are supported. If you wish t
 To run on a non-jailbroken device you need to sign the IPA file, you
 have the following options:
 
-- *\[Easiest way\]* [AltStore](https://altstore.io/) or [Sideloadly](https://sideloadly.io/) - can be installed on Windows or macOS, don't require dealing with signing on your own 
+- (Easiest way) [AltStore](https://altstore.io/) or [Sideloadly](https://sideloadly.io/) - can be installed on Windows or macOS, don't require dealing with signing on your own 
 - if you're on iOS 14.0-15.4.1, you can try <https://github.com/opa334/TrollStore>
 - Get signer tool [here](https://dantheman827.github.io/ios-app-signer/) and a guide [here](https://forum.kodi.tv/showthread.php?tid=245978) (it's for Kodi, but the logic is the same). Signing with this app can only be done on macOS.
 - [Create signing assets on macOS from terminal](https://github.com/kambala-decapitator/xcode-auto-signing-assets). In the command replace `your.bundle.id` with something like `com.MY-NAME.vcmi`. After that use the above signer tool.
@@ -16,7 +16,7 @@ have the following options:
 
 ## Installing Heroes III data files
 
-*Note: if you don't need in-game videos, you can omit downloading/copying file VIDEO.VID from data folder - it will save your time and space. The same applies to the Mp3 directory.*
+Note: if you don't need in-game videos, you can omit downloading/copying file VIDEO.VID from data folder - it will save your time and space. The same applies to the Mp3 directory.
 
 ### Installing data files with Finder or Windows explorer
 
@@ -26,7 +26,7 @@ To play the game, you need to upload HoMM3 data files - **Data**, **Maps** and *
 
 If you have data somewhere on device or in shared folder or you have downloaded it, you can copy it directly on your iPhone/iPad using Files application.
 
-Just move/copy **Data**, **Maps** and **Mp3** folders into vcmi application - it will be visible in Files along with other applications' folders.
+Move or copy **Data**, **Maps** and **Mp3** folders into vcmi application - it will be visible in Files along with other applications' folders.
 
 ### Installing data files with Xcode on macOS
 
@@ -44,9 +44,9 @@ You can also upload files with Xcode. You need to prepare "container" for that.
 
 ## Game controls
 
-- Tap = left click
-- Tap and hold (long press) = right click
-- Tap in the bottom area (status bar) to activate chat/console in the game
+- Tap: left click
+- Tap and hold (long press): right click
+- Tap in the bottom area (status bar): activate chat/console in the game
 
 You can start game directly (avoiding the launcher) by changing setting in iOS Settings app - VCMI.