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authordploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2009-05-13 22:09:18 +0000
committerdploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2009-05-13 22:09:18 +0000
commitd912b369107ede75db2818bdf7609745f82a2347 (patch)
tree79323737157923674ce3ca66182ed3be49e97587 /crawl-ref
parent714de3b1aebac6b7d498f17c6cfc5956cd77e349 (diff)
downloadcrawl-ref-d912b369107ede75db2818bdf7609745f82a2347.tar.gz
crawl-ref-d912b369107ede75db2818bdf7609745f82a2347.zip
Update documenation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9762 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref')
-rw-r--r--crawl-ref/docs/changes.stone_soup1
-rw-r--r--crawl-ref/docs/crawl_manual.txt50
-rw-r--r--crawl-ref/docs/key_changes.pdfbin45709 -> 62117 bytes
-rw-r--r--crawl-ref/docs/quickstart.pdfbin58986 -> 81658 bytes
-rw-r--r--crawl-ref/docs/quickstart.txt11
-rw-r--r--crawl-ref/source/util/docs/key_changes.tex29
-rw-r--r--crawl-ref/source/util/docs/quickstart.tex2
7 files changed, 67 insertions, 26 deletions
diff --git a/crawl-ref/docs/changes.stone_soup b/crawl-ref/docs/changes.stone_soup
index 230475e2cc..c41090a9ac 100644
--- a/crawl-ref/docs/changes.stone_soup
+++ b/crawl-ref/docs/changes.stone_soup
@@ -17,6 +17,7 @@ Breaks saves compatibility.
* Much more convenient tiles version.
* Zombies and skeletons can no longer use stairs.
* Transformations meld equipment instead of removing it.
+* Many spell ranges shortened.
Levels
------
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index 3942845da2..6ef8a644d5 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -594,7 +594,7 @@ displayed, and what commands there are to use them:
% food (use 'e'at; also 'c'hop up corpses)
? scrolls (use 'r'ead)
! potions (use 'q'uaff)
-/ wands (use 'Z'ap)
+/ wands (use 'V' to evoke)
= rings (use 'P'ut on and 'R'emove)
" amulets (use 'P'ut on and 'R'emove)
\ or | staves, rods (use 'w'ield for staves; 'v' for evoking rods)
@@ -834,10 +834,10 @@ identify a wand to find out how many uses it has left. This can be
done with a scroll of identify; characters with a good Evocations
skill may also deduce the number of charges simply upon zapping the
wand. Wands are aimed in the same way as missile weapons, and you can
-invoke the power of a wand by 'Z'apping it. See section I for targeting.
-There are also a number of wands that may be useful to zap at yourself,
-but it is usually prudent to know what you're zapping at yourself before
-you do so.
+invoke the power of a wand by evoking it with 'V'. See section I for
+targeting. There are also a number of wands that may be useful to
+evoke at yourself, but it is usually prudent to know what you are
+evoking before you do so.
=" Rings and Amulets
--------------------
@@ -881,9 +881,15 @@ Most books contain magical spells which your character may be able to
learn. You can read a book with the 'r' command, which lets you access
a description of each spell, or memorise spells from it with the 'M'
command. Use 'z' to cast previously memorised spells. For spells
-demanding a target, the comments on using missile weapons apply. You
-can also press 'I' to just have a look at all spells memorised. Note
-that '=' allows you to change what spells are assigned to what keys.
+demanding a target, the comments on using missile weapons apply. Many
+spells have a limited range and casting will be aborted if there are
+no potential targets within this range. If this case, neither magic nor
+time are expended. If, for whatever reason, you want to cast the spell
+nonetheless, you can use the 'Z' command.
+You can also press 'I' to just have a look at all spells memorised.
+From this screen, you can read the descriptions of the spells and check
+various details about your casting abilities. Note that '=' allows you
+to change what spells are assigned to what keys.
Some books have other special effects, and powerful spellbooks have
been known to resent the attentions of incompetent magicians.
@@ -938,11 +944,11 @@ character of these species might find a Centaur or Naga barding.
Artefacts
---------
-Weapons, armour and jewellery items can be artefacts. These come in two
-flavours: predefined artefacts ('fixedarts'), and randomly created ones
-('randarts'). Artefacts will always carry unusual names, for example
-"golden sword" or "shimmering scale mail". Also, artefacts cannot
-be modified in any way, including enchantments.
+Weapons, armour, jewellery and spellbooks can be artefacts. These come
+in two flavours: predefined artefacts ('fixedarts'), and randomly
+created ones ('randarts'). Artefacts will always carry unusual names,
+for example "golden sword" or "shimmering scale mail". Also, artefacts
+cannot be modified in any way, including enchantments.
Apart from that, otherwise mundane items can get one special property.
These are called 'ego items', and examples are: boots of running, a
@@ -2269,7 +2275,7 @@ level map, interlevel travel) also have help menus via '?' on their own.
Saving games:
S Save game with query and exit.
- Ctrl-X Save game without query and exit.
+ Ctrl-S Save game without query and exit.
Ctrl-Q Quit without saving (you're asked before).
Movement:
@@ -2316,6 +2322,9 @@ Dungeon interaction:
; Examine occupied tile, also causes auto-pickup.
x Examine surroundings, see below. Has '?' help.
X Examine level map, see below. Has help on '?'.
+ Ctrl-X Lists all monsters, items and features in sight.
+ You may read their descriptions and travel to
+ an item or feature.
Ctrl-O Show dungeon overview (branches, shops, etc.).
! Annotate current level: you can enter any
string.
@@ -2350,9 +2359,6 @@ Character information:
] Shows a restricted inventory, only containing
worn, wielded and quivered items.
I Show list of memorised spells.
- V Lists all monsters, items and features in sight.
- You may read their descriptions and travel to
- an item or feature.
% Show resistances and general character overview:
health, experience, money, gear, and
status, mutations, abilities (the latter three
@@ -2378,13 +2384,14 @@ Item interaction (inventory):
q Quaff a potion.
e Eat food (tries floor first, inventory next).
In the eating prompt, e is synonymous to y.
- Z Zap a wand.
r Read a scroll or book.
M Memorise a spell from a book.
w Wield an item ( - for none).
' Wield item a, or switch to b.
v Evoke power of wielded item. Also used to attack
non-adjacent monsters with weapons of reaching.
+ V Evoke an item from the inventory. This includes
+ using of wands.
W Wear armour. Also allows to take off armour.
T Take off armour.
P Put on jewellery. Also allows to remove it.
@@ -2415,7 +2422,12 @@ Item interaction (floor):
Other game-playing commands:
a Use special ability.
p Pray (or renew an existing prayer).
- z Cast a spell.
+ z Cast a spell. Should the spell demand monsters as
+ target but there are none within range, casting
+ will be stopped. In this case, neither turns nor
+ magic are used. If you want to cast the spell
+ nonetheless, use Z.
+ Z Cast a spell, regardless of range limitations.
I List spells.
t Tell commands to allies, or shout (with tt).
Ctrl-A Toggle autopickup. Note that encounters with
diff --git a/crawl-ref/docs/key_changes.pdf b/crawl-ref/docs/key_changes.pdf
index c795ed3e17..1d9eaa7ae9 100644
--- a/crawl-ref/docs/key_changes.pdf
+++ b/crawl-ref/docs/key_changes.pdf
Binary files differ
diff --git a/crawl-ref/docs/quickstart.pdf b/crawl-ref/docs/quickstart.pdf
index 3629966626..17cb4b0673 100644
--- a/crawl-ref/docs/quickstart.pdf
+++ b/crawl-ref/docs/quickstart.pdf
Binary files differ
diff --git a/crawl-ref/docs/quickstart.txt b/crawl-ref/docs/quickstart.txt
index 730fd4aa6c..895965744a 100644
--- a/crawl-ref/docs/quickstart.txt
+++ b/crawl-ref/docs/quickstart.txt
@@ -87,7 +87,7 @@ There are several different types of items:
- 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
+ only a certain number of charges). Wands are e'V'oked, 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
@@ -141,10 +141,11 @@ To survive, you will need to develop a few basic tactics:
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 ('Ctrl-Q') lets you commit
-suicide if you can't even be bothered to help your character escape alive.
+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 ('Ctrl-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
diff --git a/crawl-ref/source/util/docs/key_changes.tex b/crawl-ref/source/util/docs/key_changes.tex
index 2e426cb5a1..57cd43b76d 100644
--- a/crawl-ref/source/util/docs/key_changes.tex
+++ b/crawl-ref/source/util/docs/key_changes.tex
@@ -37,9 +37,34 @@
\begin{document}
\begin{center}\textbf{\LARGE
-\dungeon\ \crawl: Important changes in 0.4
+\dungeon\ \crawl: Important interface changes
}\end{center}
+\subsection*{Command key changes introduced in 0.5}
+
+There have been some command key changes in 0.5. There is no macrofile this time; you may have to resort to macros on your own.
+(This is probably only needed to interchange the \key{Z} and \key{V} commands if you refuse to learn that wands are nowadays
+activated with \key{V}.)
+
+\begin{center}
+\begin{tabular}{ll}
+key & new command \\ \hline
+\key{V} & evokes items in inventory like \textbf{wands} (was \key{Z}) \\
+\key{Z} & cast a spell even if no monster is withing range \\
+\key{z} & cast a spell (as before) but abort if no monster is within range \\
+\key{Ctrl-X} & lists monsters, items and features in sight \\
+\key{Ctrl-S} & saves game without prompt (was \key{Ctrl-X}) \\
+\\
+\multicolumn{2}{l}{On the level map (\key{X}):} \\
+\key{e} & set/remove travel exclusion (was \key{Ctrl-X}) \\
+\key{E} & cycle travel exclusions (was \key{x})
+\end{tabular}
+\end{center}
+
+\newpage
+
+\subsection*{Command key changes introduced in 0.4}
+
In DCSS 0.4, for better ergonomics, many key bindings were changed. Also,
a small number of new commands were introduced. The tables below list all
of these. If you have been playing an older version and want to restore
@@ -111,6 +136,8 @@ item to be thrown, but this command does not affect the quiver.
\newpage
+\subsection*{Other interface changes introduced in 0.4}
+
The colours of many monsters have been changed. Most notably, there are
no darkgrey monsters anymore. In case darkgrey is actually better visible
than blue on your system, you can swap these colours using the line \\
diff --git a/crawl-ref/source/util/docs/quickstart.tex b/crawl-ref/source/util/docs/quickstart.tex
index 77b13ecdf3..598b905605 100644
--- a/crawl-ref/source/util/docs/quickstart.tex
+++ b/crawl-ref/source/util/docs/quickstart.tex
@@ -127,7 +127,7 @@ types that appear and typical commands to use them:
\key{!} & Potions (\key{q}uaff) & Potions affect you, in good or bad ways. \\
\key{=} & Rings (\key{P}ut on and \key{R}emove) & Rings can be helpful as well as malignant. \\
\key{"} & Amulets (\key{P}ut on and \key{R}emove) & Amulets can be even subtler than rings. \\
-\key{/} & Wands (\key{Z}ap) & Identify these by zapping at monsters. \\
+\key{/} & Wands (e\key{V}oke) & Identify these by shooting at monsters. \\
\key{+} & Books (\key{r}ead, \key{M}emorise and \key{z}ap) & Press \key{z?} for information on spells.\\
\key{\char`\\} & Staves and rods (\key{w}ield and e\key{v}oke) \hspace{0.2em}
& Rods carry spells but they are very rare.