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authordploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-20 12:58:13 +0000
committerdploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-20 12:58:13 +0000
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tree406921354b990d22d158ac311edc6496ee3511c2 /crawl-ref/readme.txt
parentec567d38415052e0b2cf45d26585d69a04dcbbf8 (diff)
downloadcrawl-ref-813bc92e90744f4deaa16d37abb6d0806c937be3.tar.gz
crawl-ref-813bc92e90744f4deaa16d37abb6d0806c937be3.zip
Moved readme.txt to docs/quickstart.txt and updated it.
Removed README.stone_soup.txt and replaces it be readme.txt. Note that ?^ (in-game reading of the old readme.txt) will now show a completely different file. We may want to allow both reading of readme.txt and docs/quickstart.txt. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3744 c06c8d41-db1a-0410-9941-cceddc491573
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- Crawl Quick-Start Guide
- (Copyright 1999 Linley Henzell)
-
-So, you want to start playing Crawl straight away without bothering with the
-manual? Read this, the guide to starting Crawl with a minimum of preparation.
-When you get some more time, you can read crawl_manual.txt in the Docs
-directory for more detailed information.
-
-I suggest printing it out and following its instructions while playing your
-first few games (you can also press '?' while playing for a list of commands).
-
- INTRODUCTION TO CRAWL
-
-Crawl is a large and very random game of subterranean exploration in a fantasy
-world of magic and frequent violence. Your quest is to travel into the depths
-of the Dungeon (which is different each time you play) and retrieve the Orb of
-Zot.
-
-Crawl is an RPG of the 'rogue-like' type, one of the descendants of Rogue. Its
-graphics are simple but highly informative, designed to be understood at a
-glance, and control is exercised largely through one-keystroke commands.
-
- STARTING OUT
-
-After starting the program you will be greeted with a message asking for your
-name. Don't spend too much time over this, as your first character will *not*
-last very long (sorry, but it's true).
-
-Next you are given menus of species and character classes from which to
-choose. A dwarf, orc, ogre or troll Fighter is a good bet. Elves are quite
-fragile, humans are pretty average at everything, and the weirder species are
-mostly too tricky for beginning players. Finally, you may be given a choice of
-weapons. I suggest an axe (axes are fun).
-
-Now you are in the game. The game screen has three parts:
- - the Map takes up the upper left part of the screen. In its very centre is
- the @ sign which represents You. The coloured parts of the Map are the parts
- you can see, while places which you have visited before but cannot currently
- see are shown in grey.
- - the Message box is the large part of the screen below the map. It describes
- events as they happen and asks you questions from time to time.
- - the Stats area (to the right of the Map) contains various indicators of
- your health and abilities.
-
- EXPLORING
-
-Try walking around, using either the numeric keypad (try numlock off and on) or
-the Rogue (hjklyubn) keys. To move in a given direction until you reach
-something interesting or see a hostile creature, press shift and the direction.
-
-If you want to know what a certain character on the screen represents, you can
-use the 'x' (examine) command to get a short description. You use the 'o', 'c'
-commands to open or close doors, and the '<' (up) and '>' (down) commands to
-climb staircases. Sometimes doors are hidden, and must be searched out by
-standing next to walls and resting (a number of commands do the same thing:
-'s', '.' (period), delete, or '5' on the numeric keypad).
-
-The Dungeon gets more dangerous (but more interesting!) as you go down. If you
-get lost you can access a map of the whole level you are on with the 'X'
-command, which uses the whole screen.
-
- ITEMS
-
-After walking around for a while, you will no doubt come across some items
-laying around (you may come across some monsters as well; for help in dealing
-with them skip to the Monsters section). You can pick up items with the 'g'
-(get) or ',' commands and drop them again with 'd' (drop), and the 'i'
-(inventory) command shows you what you're carrying.
-
-There are several different types of items:
-
- - Weapons, represented by the ) sign. Wield them with the 'w' (wield)
-command. Some weapons are cursed and cannot be un-wielded without the use of
-magic.
-
- - Armour ([). Wear it with the 'W' (Wear) command, and remove it with 'T'
-(Take off). Heavier armours give more protection, but may hamper your ability
-to fight and to dodge attacks aimed at you. These can also be cursed.
-
- - Ammunition (which has the ( sign). Throw it with 't' (throw). Darts are
-meant to be thrown by hand; other missiles need an appropriate launcher to be
-wielded (eg arrows are much more effective when shot with a bow).
-
- - Wands (/), Scrolls (?) and Potions (!) can be very valuable, but have
-limited uses (scrolls and potions can only be used once each, wands contain
-only a certain number of charges). Wands are 'z'apped, scrolls are 'r'ead and
-potions are 'q'uaffed.
- Unfortunately, you won't at first know what a wand, scroll or potion does; it
-will only be described by its physical appearance. But once you have used, for
-example, a potion of healing, you will in future recognise all potions of
-healing.
-
- - Rings (=) and Amulets (") often contain powerful magic, but it can be
-difficult to work out exactly what one does. They are put on with 'P' (put on)
-and removed with 'R' (remove), but can, like weapons, be cursed.
-
- - Food (%) is vital to your survival. Eat it with the 'e' (eat) command when
-hungry. Monsters' corpses, also %, can be eaten if chopped up (the 'D'
-(Dissect) command), but not all of them are healthful, and many species of
-player-character dislike eating raw flesh unless very hungry.
-
- - Money ($) can be used to buy stuff in shops, and increases your score if
-you escape.
-
-There are a few other types of items, but you will discover these as you play.
-
-One vital command to remember when dealing with items is 'v' (View), which
-gives you a short description of any item. Use it on everything you find. The
-magical Scroll of Identify can also help for identifying magical items of
-uncertain nature.
-
- MONSTERS
-
-You will also run into monsters (most of which are represented by letters of
-the alphabet). You can attack a monster by trying to move into the square it
-is occupying.
-
-When you are wounded you lose hit points (displayed near the top of the stats
-list); these return gradually over time through the natural process of
-healing. If you lose all of your hp you die.
-
-To survive, you will need to develop a few basic tactics:
- - Never fight more than one monster if you can help it. Always back into a
- corridor so that they must fight you one-on-one.
- - If you are badly wounded, you can run away from monsters to buy some time.
- Try losing them in corridors, or as a very last resort find a place where
- you can run around in circles to heal while the monster chases you.
- - Remember to use projectiles before engaging monsters in close combat.
- - Rest between encounters. The 's', '.', delete or keypad-5 commands make you
- rest for one turn, while pressing '5' or shift-and-keypad-5 make you rest
- for a longer time (you will stop resting when fully healed).
- - Learn when to run away from things you can't handle - this is important!
- It is often wise to skip a dangerous level. But don't overdo this.
-
- DEATH
-
-Before long, you'll probably end up dead.
-
-Death in Crawl is permanent; you cannot just reload a saved game and start again
-where you left off. The 'S' (save) command exists only to let you leave a game
-part-way through and come back to it later. Quitting ('Q') lets you commit
-suicide if you can't even be bothered to help your character escape alive.
-
-Well, that's it for the quick-start guide. This should help you through your
-first few games, but Crawl is extremely (some would say excessively) complex
-and cannot be adequately described in so short a document. So when you feel
-ready to start playing with magic, skills, and religions, browse the manual.
-Happy Crawling!
+Dungeon Crawl Stone Soup
+========================
+
+Dungeon Crawl Stone Soup is a game of dungeon exploration, combat and magic,
+involving characters of diverse skills, worshipping deities of great power and
+caprice. To win, you'll need to be a master of tactics and strategy, and
+prevail against overwhelming odds.
+
+Players of versions 0.3.4 and older beware: please read the file
+ 034_changes.txt
+in the docs/ directory for a list of the interface changes, and how
+you could possibly retrieve the 0.3.4 standards.
+
+Contents:
+1. How to get started? (Information for new players)
+2. The file system of this version.
+3. Contact and reporting bugs.
+4. License and history information.
+5. How you can help!
+
+1. Getting started
+------------------
+If you'd like to dive in immediately, your best bets are to
+* start up a game and choose a tutorial (press T when asked for race), or
+* read quickstart.txt (it is in docs/), or
+* for studious readers, browse the manual (see below for all doc files).
+
+Additionally, you may want to print out the file keys.pdf from the docs/
+folder. Besides a full list of command keys (don't bother with it), it contains
+two pages of help for new players.
+Note that you can read quickstart.txt and the manual when playing; pressing ?
+brings up a menu for that.
+
+
+2. File system
+--------------
+The following files in the Crawl's main folder are essential:
+
+* crawl These start the game. (The actual name depends on your
+* crawl.exe operating system.)
+
+* init.txt These contain the options for the game. The defaults
+* .crawlrc play well, so don't bother with this in the beginning.
+ Permanent death is not an option, but a feature!
+
+* macro.txt Playing Crawl can be made even more convenient by
+ redefining keys and assigning macros. Ignore early on.
+
+The docs/ folder contains the following helpful texts (all of which can be
+read in-game by bringing up the help menu with '?'):
+
+* the_manual.txt The complete manual; describing all aspects in the
+ detail. Contains appendices on species, classes, etc.
+* options.txt Describes all options in detail. The structure of
+ init.txt follows this text.
+* macros.txt A how-to on using macros and keymappings, with examples.
+* aptitudes.txt Some numbers defining certain aspects of the races.
+ Helpful, but not needed for winning.
+* quickstart.txt A short introduction for new players.
+* ssh_guide.txt An elaborate introduction on how to get internet play
+ to work. For Windows only.
+* irc_guide.txt An elaborate introduction on how to access the IRC
+ channel ##crawl.
+* keys.pdf A printable document, listing all commands and it also
+ contains a very short guide for new players.
+
+
+3. Contact and reporting bugs
+-----------------------------
+The official webpage is
+ http://crawl-ref.sourceforge.net/
+and there you can find both trackers to add bug reports, feature requests, or
+upload patches as well as sources and binaries. This is the best way to report
+bugs or mention new ideas.
+
+There is a Usenet newsgroup dealing with roguelikes, including Crawl:
+ rec.games.roguelike.misc
+It is polite to flag your post with -crawl- as other games are discussed over
+there as well. This is a good place to ask general questions, both from new
+players as well as for spoilers, or to announce spectacular wins.
+
+You can play Crawl online, together with many others. The main server has its
+homepage at
+ http://crawl.akrasiac.org/
+where you can also read how to connect. That page also has links to spoiler
+sites etc.
+
+If you want to chime in with development, you can read the mailing list
+ crawl-ref-discuss@lists.sourceforge.net
+which can get pretty busy on the occasion.
+
+
+4. License and history information
+----------------------------------
+What you have downloaded is a successor to Linley's Dungeon Crawl. Development
+of the main branch stalled at version 4.0.26, with a final alpha of 4.1 being
+released by Brent Ross in 2005. Since 2006, the Dungeon Crawl Stone Soup
+team continues the development.
+
+Dungeon Crawl Stone Soup is an open source, freeware roguelike. It is supported
+on Linux, Windows, OS/X and, to a lesser extent, on DOS. The source should
+compile and run on any reasonably modern Unix.
+Stone Soup features both ASCII and Tiles display.
+
+Crawl gladly and gratiously uses the following open-source packages:
+* The Lua script language, see /docs/lualicense.txt.
+* The PCRE library for regular expressions, see /docs/pcre-license.txt.
+* The Mersenne Twister for random number generation, /docs/mt19937.txt.
+* The SQLite library as database enging; it is properly public domain.
+* The ReST light markup language for the documentation.
+
+5. How you can help
+-------------------
+If you like the game and you want to help making it better, there are a number
+of ways to do so:
+
+* Playtesting.
+At any time, there will be bugs -- playing and reporting these is a great help.
+There is a beta server around hosting the most recent version of the current
+code; the akrasiac page links to it. Besides finding bugs, ideas on how to
+improve interface or gameplay are welcome as well.
+
+* Vault making.
+Crawl uses many hand-drawn (but often randomised) maps. Making them is fun and
+easy. It's best to start with simple entry vaults (glance through
+dat/entry.des for a first impression). Later, you may want to read
+docs/level-design.txt for the full power. If you're ambitious, new maps for
+branch ends are possible, as well.
+If you've made some maps, you can test them on your system (no compiling
+needed) and then just mail them to the mailing list.
+
+* Speech.
+Monster talking provides a lot of flavour. Just like vaults, speech depends
+upon a large set of entries. Since most of the speech has been outsourced, you
+can add new prose. The syntax is a slightly strange, so you may want to read
+docs/monster_speech.txt.
+Again, changing or adding speech is possible on your local game. If you
+have added something, send the files to the list.
+
+* Monster descriptions.
+You can look up that current descriptions in-game with ?/ or just read them in
+dat/descript/monsters.txt. The following conventions should be more or less
+obeyed: descriptions ought to contain flavour text, ideally pointing out major
+weaknesses/strenghts. No numbers, please. Citations are okay, but try to stay
+away from the most generic ones.
+
+* Tiles.
+Since version 0.4, tiles are integrated within Crawl. Having variants of
+often-used glyphs is always good. If you want to give this a shot, please
+contact us via the mailing list.
+
+* Patches.
+If you like to, you can download the source code and apply patches. Both
+patches for bug fixes as well as implementation of new features is welcome.
+Please be sure to read docs/coding_conventions.txt first.