summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
-rw-r--r--crawl-ref/docs/level_design.txt (renamed from crawl-ref/docs/level-design.txt)0
-rw-r--r--crawl-ref/readme.txt31
2 files changed, 16 insertions, 15 deletions
diff --git a/crawl-ref/docs/level-design.txt b/crawl-ref/docs/level_design.txt
index e4acab6d6a..e4acab6d6a 100644
--- a/crawl-ref/docs/level-design.txt
+++ b/crawl-ref/docs/level_design.txt
diff --git a/crawl-ref/readme.txt b/crawl-ref/readme.txt
index fc6313b6b7..b009d0affd 100644
--- a/crawl-ref/readme.txt
+++ b/crawl-ref/readme.txt
@@ -41,28 +41,28 @@ The following files in the Crawl's main folder are essential:
* 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!
+ 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.
+ 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.
+ detail. Contains appendices on species, classes, etc.
* options.txt Describes all options in detail. The structure of
- init.txt follows this text.
+ 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.
+ 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.
+ to work. For Windows only.
* irc_guide.txt An elaborate introduction on how to access the IRC
- channel ##crawl.
+ channel ##crawl.
* keys.pdf A printable document, listing all commands and it also
- contains a very short guide for new players.
+ contains a very short guide for new players.
3. Contact and reporting bugs
@@ -92,15 +92,16 @@ 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.
+What you have downloaded is a descendant to Linley's Dungeon Crawl. Development
+of the main branch stalled at version 4.0.0b26, 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. See the CREDITS in the mail folder for myriad of
+contributors, past and present; license.txt contains the legal blurb.
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.
+Stone Soup features both ASCII and graphical (Tiles) display.
Crawl gladly and gratiously uses the following open-source packages:
* The Lua script language, see /docs/lualicense.txt.
@@ -115,7 +116,7 @@ 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.
+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.
@@ -124,7 +125,7 @@ improve interface or gameplay are welcome as well.
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
+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.