Converting Tests back to C# but still with Playwright
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---
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title: Holdout
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summary: First coop test map in pre-alpha.
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created_date: 2/18/2022
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updated_date: 2/18/2022
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---
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Information contained in this note is based on this <a href="https://www.youtube.com/watch?v=XkAgOCIz3DE">YouTube,
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Reference Video</a>.
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**Open Bases**
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On this map, you start with around 500 alloy and 100 ether. You are probably going to want to expand to the bases in the
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marked order, given the density of defending enemies shown on the minimap.
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You should know that these are all standard bases that will mine out in 10 minutes. Giving a total of 18,000 alloy and
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7,200 ether. Plus an additional 6,000 alloy from the starting Bastion. In the late game, you will have zero income,
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aside from pyre.
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**Enemy Spawn Areas**
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The first enemy wave will spawn at 1 minute, and every 2 minutes after will spawn a new wave. These waves are small, and
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won't be a threat until the 15-minute mark.
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**Pyre Towers**
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You have till then to take all 5 of your bases, and set a defensive line at the outer Pyre towers.
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The spawn size post the 15-minute mark does become rather large. You may be tempted to fall back and abandon forward
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bases, but the waves will stack if not dealt with. Eventually, more units than the game can handle, so ensure outer pyre
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towers are held. Try to take them back if you lose them.
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**Pyre Camps**
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When you have the time you are also going to need to take the 4 pyre camps spread around the map. It will probably be
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ideal to split your army in half, to protect your two outer towers, and just have a small force of Ichors or Dervishes
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to clear the camps quickly.
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**Multipliers**
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If you have additional free time, you can take out the Altar of the Worthys on the edges of the map to double your
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current more multiplier: 2, 4, 8, to the max of 16. Amber Wombs will also spawn, with a pack of enemies to defend them.
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Killing an Amber Womb will increase your score, but also spawn random friendly and enemy units. With this spawning, it's
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possible to go past the supply cap.
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But really, these optional objectives can be completely ignored, so you can just focus on surviving for as long as
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possible.
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---
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title: Custom HotKey Setup
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summary: Customize your hotkeys in the pre-alpha.
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created_date: 4/13/2022
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updated_date: 4/13/2022
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---
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In the pre-alpha, IGP comes with some Unreal default hotkey setup.
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This document will explain how to set up, modify, and use a new hotkey setup.
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# Save the "Input.ini" file
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***Copy the below content and save the file as `Input.ini`.***
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```ini
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[/Script/Engine.InputSettings]
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ActionMappings = (ActionName="Ability1",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Q)
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ActionMappings = (ActionName="Ability2",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=W)
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ActionMappings = (ActionName="Ability3",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
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ActionMappings = (ActionName="Ability4",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=R)
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ActionMappings = (ActionName="Ability5",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=F)
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ActionMappings = (ActionName="Ability6",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=V)
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ActionMappings = (ActionName="Ability7",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=A)
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ActionMappings = (ActionName="Ability8",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=S)
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ActionMappings = (ActionName="AttackMove",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=A)
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ActionMappings = (ActionName="CancelOrders",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Tilde)
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ActionMappings = (ActionName="CompleteAllTraining",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=I)
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ActionMappings = (ActionName="CompleteConstructions",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=K)
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ActionMappings = (ActionName="ConstructionTab",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=C)
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ActionMappings = (ActionName="ControlGroup1",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=D)
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ActionMappings = (ActionName="ControlGroup10",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Zero)
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ActionMappings = (ActionName="ControlGroup2",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Two)
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ActionMappings = (ActionName="ControlGroup3",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Three)
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ActionMappings = (ActionName="ControlGroup4",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Four)
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ActionMappings = (ActionName="ControlGroup5",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Five)
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ActionMappings = (ActionName="ControlGroup6",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Six)
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ActionMappings = (ActionName="ControlGroup7",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Seven)
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ActionMappings = (ActionName="ControlGroup8",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Eight)
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ActionMappings = (ActionName="ControlGroup9",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Nine)
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ActionMappings = (ActionName="ControlGroupAddStealKey",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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ActionMappings = (ActionName="Delete",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Delete)
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ActionMappings = (ActionName="DisableWeapons",bShift=True,bCtrl=False,bAlt=True,bCmd=False,Key=J)
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ActionMappings = (ActionName="DownArrow",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Down)
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ActionMappings = (ActionName="DragPan",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MiddleMouseButton)
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ActionMappings = (ActionName="Enter Cinematic Camera",bShift=True,bCtrl=False,bAlt=True,bCmd=False,Key=L)
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ActionMappings = (ActionName="FullMana",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=J)
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ActionMappings = (ActionName="FullyDamageSelectedUnits",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=P)
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ActionMappings = (ActionName="GetAlloyEther",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=M)
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ActionMappings = (ActionName="GetPyre",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=L)
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ActionMappings = (ActionName="Hide HUD",bShift=True,bCtrl=False,bAlt=True,bCmd=False,Key=O)
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ActionMappings = (ActionName="InclusiveSelect/QueueCommand",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftShift)
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ActionMappings = (ActionName="JumpToCameraLocation1",bShift=True,bCtrl=False,bAlt=False,bCmd=False,Key=Z)
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ActionMappings = (ActionName="JumpToCameraLocation2",bShift=True,bCtrl=False,bAlt=False,bCmd=False,Key=X)
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ActionMappings = (ActionName="JumpToCameraLocation3",bShift=True,bCtrl=False,bAlt=False,bCmd=False,Key=C)
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ActionMappings = (ActionName="JumpToCameraLocation4",bShift=True,bCtrl=False,bAlt=False,bCmd=False,Key=V)
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ActionMappings = (ActionName="JumpToCameraLocation5",bShift=True,bCtrl=False,bAlt=False,bCmd=False,Key=Two)
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ActionMappings = (ActionName="JumpToCameraLocation6",bShift=True,bCtrl=False,bAlt=False,bCmd=False,Key=Three)
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ActionMappings = (ActionName="JumpToCameraLocation7",bShift=True,bCtrl=False,bAlt=False,bCmd=False,Key=Four)
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ActionMappings = (ActionName="LeftArrow",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Left)
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ActionMappings = (ActionName="LeftMouseClick",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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ActionMappings = (ActionName="MarcoPolo",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Comma)
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ActionMappings = (ActionName="Menu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Escape)
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ActionMappings = (ActionName="Menu",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=F10)
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ActionMappings = (ActionName="MinimapJumpTo",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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ActionMappings = (ActionName="Move/ContextCommand",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
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ActionMappings = (ActionName="PyreTab",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=One)
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ActionMappings = (ActionName="ResearchTab",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Tab)
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ActionMappings = (ActionName="RespawnNeutrals",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=N)
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ActionMappings = (ActionName="RightArrow",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Right)
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ActionMappings = (ActionName="RightMouseClick",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=RightMouseButton)
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ActionMappings = (ActionName="Select/ConfirmAbility",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
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ActionMappings = (ActionName="SelectUnitProductionBuildings",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Z)
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ActionMappings = (ActionName="SetCameraLocation1",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=Z)
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ActionMappings = (ActionName="SetCameraLocation2",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=X)
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ActionMappings = (ActionName="SetCameraLocation3",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=C)
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ActionMappings = (ActionName="SetCameraLocation4",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=V)
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ActionMappings = (ActionName="SetCameraLocation5",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=Two)
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ActionMappings = (ActionName="SetCameraLocation6",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=Three)
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ActionMappings = (ActionName="SetCameraLocation7",bShift=False,bCtrl=True,bAlt=False,bCmd=False,Key=Four)
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ActionMappings = (ActionName="StandGround",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=S)
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ActionMappings = (ActionName="SwitchAbilityCommandLayer",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
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ActionMappings = (ActionName="TheCheatToRuleThemAll",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=None)
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ActionMappings = (ActionName="Toggle Gamepad",bShift=False,bCtrl=True,bAlt=True,bCmd=False,Key=Slash)
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ActionMappings = (ActionName="UpArrow",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Up)
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ActionMappings = (ActionName="ZoomIn",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollUp)
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ActionMappings = (ActionName="ZoomOut",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollDown)
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ActionMappings = (ActionName="UnitTypeSelectionModifier",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
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```
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***Copy the above content and save the file as `Input.ini`.***
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# Understand the Input.ini
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You can notice a single line of this file can be broken down like this.
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`ActionMappings=(ActionName="AttackMove",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=A)`
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- `ActionMappings=(***)`: Indicates content is an action mapping. i.e. a hotkey
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- `ActionName="AttackMove"`: Indicates the name of the selected action. Here, we are using the `AttackMove` move action,
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that forces your selected army to attack.
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- `Key=A`: Indicates key being mapped to the action. Set to `Key=Tab` to require the Tab key to be pressed instead, to
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perform the `AttackMove` action.
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- `bShift=False`: Indicates that the Shift key is not held. Set to `bShift=True` to require a shift key held to
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perform the mapped action.
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- `bCtrl=False`: Indicates that the Ctrl key is not held. Set to `bCtrl=True` to require a ctrl key held to perform
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the mapped action.
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- `bAlt=False`: Indicates that the Alt key is not held. Set to `bAlt=True` to require a alt key held to perform the
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mapped action.
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- `bCmd=False`: Indicates that the Cmd key is not held. Set to `bCmd=True` to require a cmd key held to perform the
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mapped action. (Macs not supported by IGP)
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# Modify the Input.ini file
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You are now going to want to modify the file with your own hotkey setup.
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To do this, replace any of the Key=`VALUE` mapped to the desired actions with any value from the list below.
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*For example, you can swap the Z Key value in SelectUnitProductionBuildings to C. Which would look like
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this:
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`ActionMappings=(ActionName="SelectUnitProductionBuildings",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=C)`*
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**Key Values**
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- `AnyKey`
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- `MouseX`
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- `MouseY`
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- `Mouse2D`
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- `MouseScrollUp`
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- `MouseScrollDown`
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- `MouseWheelAxis`
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- `LeftMouseButton`
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- `RightMouseButton`
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- `MiddleMouseButton`
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- `ThumbMouseButton`
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- `ThumbMouseButton2`
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- `BackSpace`
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- `Tab`
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- `Enter`
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- `Pause`
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- `CapsLock`
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- `Escape`
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- `SpaceBar`
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- `PageUp`
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- `PageDown`
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- `End`
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- `Home`
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- `Left`
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- `Up`
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- `Right`
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- `Down`
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- `Insert`
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- `Delete`
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- `Zero`
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- `One`
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- `Two`
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- `Three`
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- `Four`
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- `Five`
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- `Six`
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- `Seven`
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- `Eight`
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- `Nine`
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- `A`
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- `B`
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- `C`
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- `D`
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- `E`
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- `F`
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- `G`
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- `H`
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- `I`
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- `J`
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- `K`
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- `L`
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- `M`
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- `N`
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- `O`
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- `P`
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- `Q`
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- `R`
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- `S`
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- `T`
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- `U`
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- `V`
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- `W`
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- `X`
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- `Y`
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- `Z`
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- `NumPadZero`
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- `NumPadOne`
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- `NumPadTwo`
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- `NumPadThree`
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- `NumPadFour`
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- `NumPadFive`
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- `NumPadSix`
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- `NumPadSeven`
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- `NumPadEight`
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- `NumPadNine`
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- `Multiply`
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- `Add`
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- `Subtract`
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- `Decimal`
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- `Divide`
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- `F1`
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- `F2`
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- `F3`
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- `F4`
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- `F5`
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- `F6`
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- `F7`
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- `F8`
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- `F9`
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- `F10`
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- `F11`
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- `F12`
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- `NumLock`
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- `ScrollLock`
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- `LeftShift`
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- `RightShift`
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- `LeftControl`
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- `RightControl`
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- `LeftAlt`
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- `RightAlt`
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- `LeftCommand`
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- `RightCommand`
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- `Semicolon`
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- `Equals`
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- `Comma`
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- `Underscore`
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- `Hyphen`
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- `Period`
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- `Slash`
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- `Tilde`
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- `LeftBracket`
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- `Backslash`
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- `RightBracket`
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- `Apostrophe`
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- `Ampersand`
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- `Asterix`
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- `Caret`
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- `Colon`
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- `Dollar`
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- `Exclamation`
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- `LeftParantheses`
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- `RightParantheses`
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- `Quote`
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- `A_AccentGrave`
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- `E_AccentGrave`
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- `E_AccentAigu`
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- `C_Cedille`
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- `Section`
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# Transfer the Input.ini file
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Drag and drop this new `Input.ini` file into `WindowsClient` folder in IGP. This folder can be found
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under `C:\Users\YOUR_USER\AppData\Local\Programs\CURRENT_IMMORTAL_CLIENT\Immortal\Saved\Config\WindowsClient\`. Remember
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to use proper values for `YOUR_USER` and `CURRENT_IMMORTAL_CLIENT`.
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There will be a blank `Input.ini` file in this folder. You can safely override it with your modified file.
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# Testing
|
||||
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||||
Restart the IGP client, and try out your new hotkey setup!
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||||
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||||
# Trouble Shooting
|
||||
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||||
If running into trouble, ask for help in the `hotkeys` channel in the IGP Discord.
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||||
@@ -0,0 +1,69 @@
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||||
---
|
||||
title: Armor Types
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||||
summary: Heavy, Medium, and Light. What does it mean?
|
||||
created_date: 4/13/2022
|
||||
updated_date: 4/13/2022
|
||||
---
|
||||
|
||||
## Armor Types
|
||||
|
||||
All units in "IMMORTAL: Gates of Pyre" have one of the three armor types.
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||||
|
||||
- Heavy
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||||
- Medium
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||||
- Light
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||||
|
||||
These types mean nothing inherently. A Light armor unit will not take more damage than a Heavy armor unit, from the same
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||||
damage source.
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||||
|
||||
Where this change is some units deal particular damage to a particular armor type.
|
||||
|
||||
For example, a Dervish deals 16 damage generally, 24 to medium, and 32 damage to heavy armor types. As an opposite
|
||||
example, the Zephyr will deal 20 damage generally, 24 to medium and 28 to heavy armor types. And as a different example,
|
||||
Sipari deals 20 damage generally, 18 damage to heavy armor.
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||||
|
||||
Wait? There was no pattern to what general and specific damage is.
|
||||
|
||||
Ya, don't read too much into these damage labels, they are just what is most readable on a per-unit basis.
|
||||
|
||||
## So what do I do with this knowledge?
|
||||
|
||||
Let's assume you are playing Q'Rath, and your opponent is playing Aru.
|
||||
|
||||
They have two armies, one is a pack of Masked Hunters, and one is a pack of Xacals.
|
||||
|
||||
Masked Hunters have the light armor type and Xacals have the heavy armor type.
|
||||
|
||||
Well, you know Dervish deals the most damage to Light, and Zephyr deals the most damage to heavy, so you should
|
||||
generally have your Dervish attack the Masked Hunters and the Zephyr's attack the Xacals.
|
||||
|
||||
But wait, your opponent moved their two armies together!
|
||||
|
||||
Defensively, Masked Hunters deal less damage to the heavy armor type, and Xacals do less damage to Light.
|
||||
|
||||
So while you want your Dervish to attack Masked Hunters, and the Zephyrs to attack the Xacals, you also want your
|
||||
Dervish to defend against the Xacals and Zephyrs to defend against the Masked Hunters.
|
||||
|
||||
In mixed battles, you can spend some micro on your units to defend against enemy attackers they are strong against while
|
||||
having them attack potentially different enemies.
|
||||
|
||||
So what should you do? Build some Sipari, a Light armor unit, to help tank some Xacal shots, to give your Dervish and
|
||||
Zephyrs room to maneuver against their key targets.
|
||||
|
||||
## What else is there?
|
||||
|
||||
Some units have additional tags, such as Structure and Etheric. Units can deal particular, or BONUS damage against
|
||||
enemies with those tags.
|
||||
|
||||
**What are structures?** Structures are any building. Pretty much anything not a part of your moving army.
|
||||
|
||||
As an example of bonus damage, the Absolver deals +8 damage to structures, giving it 29 DPS to heavy structures.
|
||||
Conversely, it has 23 DPS against heavy structures when deployed, meaning Absolvers are better at sniping most
|
||||
structures when mobilized.
|
||||
|
||||
Heads up though, that not all structures are heavy, examples include Radiant Wards generated by the Dervish.
|
||||
|
||||
**What are etherics?** Etherics are most caster units in the game. These casters can generally win long drawn-out
|
||||
fights, so are good to snipe with units that deal extra damage against them.
|
||||
|
||||
An etheric example would be the Bloodbounds Culling Strike ability, which deals bonus damage against etheric.
|
||||
@@ -0,0 +1,6 @@
|
||||
---
|
||||
title: Economy Overview
|
||||
summary: Alloy, Ether and Supply. Don't forget to expand!
|
||||
created_date: 1/01/2000
|
||||
updated_date: 1/01/2000
|
||||
---
|
||||
@@ -0,0 +1,6 @@
|
||||
---
|
||||
title: Families, Factions, and Immortal Vanguards
|
||||
summary: How IMMORTAL: Gates of Pyre handle your army selection choices
|
||||
created_date: 1/01/2000
|
||||
updated_date: 1/01/2000
|
||||
---
|
||||
@@ -0,0 +1,14 @@
|
||||
---
|
||||
title: Immortals Spells and Pyre
|
||||
summary: Customize your hotkeys in the pre-alpha.
|
||||
created_date: 1/01/2000
|
||||
updated_date: 1/01/2000
|
||||
---
|
||||
|
||||
## What are Immortals
|
||||
|
||||
## Immortal Spells
|
||||
|
||||
## Getting Pure
|
||||
|
||||
## Bringing it Together
|
||||
@@ -0,0 +1,12 @@
|
||||
---
|
||||
title: Timing and Scouting
|
||||
summary: Knowing is half the battle.
|
||||
created_date: 1/01/2000
|
||||
updated_date: 1/01/2000
|
||||
---
|
||||
|
||||
## Timing
|
||||
|
||||
## Scouting
|
||||
|
||||
## Reacting
|
||||
Reference in New Issue
Block a user