git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9394 c06c8d41-db1a-0410-9941-cceddc491573
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break;
// Shift to the left.
case TILEP_MONS_CENTAUR_WARRIOR_MELEE:
case TILEP_MONS_DEEP_ELF_SORCERER:
case TILEP_MONS_DEEP_ELF_HIGH_PRIEST:
ofs_x = 0;
ofs_y = -1;
break;
case TILEP_MONS_MIDGE:
ofs_x = 0;
ofs_y = -2;
break;
case TILEP_MONS_KOBOLD_DEMONOLOGIST:
ofs_x = 0;
ofs_y = -10;
break;
// Shift to the right.
case TILEP_MONS_DEEP_ELF_KNIGHT:
case TILEP_MONS_NAGA:
case TILEP_MONS_GREATER_NAGA:
case TILEP_MONS_NAGA_WARRIOR:
case TILEP_MONS_GUARDIAN_NAGA:
case TILEP_MONS_NAGA_MAGE:
ofs_x = 0;
ofs_y = 1;
case TILEP_MONS_GNOLL:
// Shift upwards and to the left.
case TILEP_MONS_DEEP_ELF_MAGE:
case TILEP_MONS_DEEP_ELF_SUMMONER:
case TILEP_MONS_DEEP_ELF_CONJURER:
case TILEP_MONS_DEEP_ELF_PRIEST:
case TILEP_MONS_DEEP_ELF_DEMONOLOGIST:
case TILEP_MONS_DEEP_ELF_ANNIHILATOR:
ofs_y = 0;
break;
case TILEP_MONS_BOGGART:
case TILEP_MONS_DEEP_ELF_FIGHTER:
case TILEP_MONS_DEEP_ELF_SOLDIER:
ofs_x = 0;
ofs_y = 2;
break;
case TILEP_MONS_DEEP_ELF_KNIGHT:
ofs_x = 0;
ofs_y = 1;
break;
case TILEP_MONS_KOBOLD:
ofs_x = 3;
ofs_y = 4;
ofs_y = -2;
break;
case TILEP_MONS_OGRE_MAGE:
ofs_y = -2;
ofs_x = -4;
break;
case TILEP_MONS_DEEP_ELF_MAGE:
case TILEP_MONS_DEEP_ELF_SUMMONER:
case TILEP_MONS_DEEP_ELF_CONJURER:
case TILEP_MONS_DEEP_ELF_PRIEST:
case TILEP_MONS_DEEP_ELF_DEMONOLOGIST:
case TILEP_MONS_DEEP_ELF_ANNIHILATOR:
ofs_x = -1;
ofs_y = -2;
ofs_y = 1;
# Questions are pushed into a menu in the order the questions are defined
# in this file. Answers need not necessarily be right next to the question,
# Questions are pushed into a menu in the order the questions are defined
# in this file. Answers need not necessarily be right next to the question,
"Better" depends on a number of factors, such as your weapon skills,
whether it's one or two-handed, the randart properties, the weapon brand,
and the monsters you're about to face. In general, switching from a weapon
type you are already highly skilled with to another one that you have no
skill in is a waste of time. The brands may greatly differ in damage output
but you can get a good idea by bashing a few comparatively harmless monsters
"Better" depends on a number of factors, such as your weapon skills,
whether it's one or two-handed, the randart properties, the weapon brand,
and the monsters you're about to face. In general, switching from a weapon
type you are already highly skilled with to another one that you have no
skill in is a waste of time. The brands may greatly differ in damage output
but you can get a good idea by bashing a few comparatively harmless monsters
The easiest gods to play are probably Trog (for pure fighters), Sif Muna
(for spellcasters), Beogh (for orcs) and Xom (for general fun).
When you reach the Temple for the first time be sure to read all gods'
The easiest gods to play are probably Trog (for pure fighters), Sif Muna
(for spellcasters), Beogh (for orcs) and Xom (for general fun).
When you reach the Temple for the first time be sure to read all gods'
No, you can't. On the plus side, once a ghost has been loaded onto a
level, it won't be loaded again - unless you happen to die on that level.
Keep in mind that you don't absolutely have to fight every monster you meet,
and with ghosts it's even easier: they cannot leave the level they were
No, you can't. On the plus side, once a ghost has been loaded onto a
level, it won't be loaded again - unless you happen to die on that level.
Keep in mind that you don't absolutely have to fight every monster you meet,
and with ghosts it's even easier: they cannot leave the level they were
Probably not. While your death might be due to an ill-placed vault (this
would be a bug), it is generally just really bad luck. We believe that a
game is more fun if the risk of death is real. This means that such instant
deaths cannot be fully avoided as Crawl relies on randomness for posing
challenges. It is important to realize that for highly skilled players, the
Probably not. While your death might be due to an ill-placed vault (this
would be a bug), it is generally just really bad luck. We believe that a
game is more fun if the risk of death is real. This means that such instant
deaths cannot be fully avoided as Crawl relies on randomness for posing
challenges. It is important to realize that for highly skilled players, the
what happened instead? etc.) Most importantly, what version are you playing?
Sometimes a screenshot can be helpful. For crashes or monsters/items/levels
behaving oddly, we probably need a save file. To be on the safe side, attach
the entire zipped save of the character in question. If there are error
messages, please write them down. Short of a save file, a guide on how to
what happened instead? etc.) Most importantly, what version are you playing?
Sometimes a screenshot can be helpful. For crashes or monsters/items/levels
behaving oddly, we probably need a save file. To be on the safe side, attach
the entire zipped save of the character in question. If there are error
messages, please write them down. Short of a save file, a guide on how to
No, you can't. All of the devteam members submitted a number of code
intensive patches and/or took over responsibility over an important side
project before joining. Once you've become indispensible to the team and we
start wondering how we ever got along without you, we _may_ ask you to join
No, you can't. All of the devteam members submitted a number of code
intensive patches and/or took over responsibility over an important side
project before joining. Once you've become indispensible to the team and we
start wondering how we ever got along without you, we _may_ ask you to join
If you are logged in to SourceForge when submitting your feature request,
or choose to "Monitor" the resulting thread while logged in, you will get
an email any time someone replies to (or fiddles with) this thread. Once a
If you are logged in to SourceForge when submitting your feature request,
or choose to "Monitor" the resulting thread while logged in, you will get
an email any time someone replies to (or fiddles with) this thread. Once a
next one might generate heavy interest and excitement, and end up in the
game. However, do try to be specific in your suggestions. If you cannot even
explain the basics of your idea, why should we bother to flesh it out, let
next one might generate heavy interest and excitement, and end up in the
game. However, do try to be specific in your suggestions. If you cannot even
explain the basics of your idea, why should we bother to flesh it out, let
Not without compiling, no. If you can compile (or get someone to do it for
you), either directly replace the tiles in the rltiles/ folder, or change
the paths in the dc-xxxx.txt files. You may also need to delete or rename
the *.png files in rltiles/. Upon compilation, the newly rolled *.png files
are copied into the dat/tiles/ folder which is where the game accesses the
tiles it needs.
It depends. If all you want are minor modifications (such as colour changes)
you can directly modify the png files in the dat/tiles/ folder.
Otherwise, you'll need to be able to compile the game. In this case you can
either directly replace the tiles in the rltiles/ subfolders, or change their
paths in the dc-xxxx.txt files. For the compilation to be successful, you may
also need to delete or rename the *.png files in rltiles/. Upon compilation,
the newly rolled *.png files are copied into the dat/tiles/ folder which is
where the game accesses the tiles it needs. You can then share these files
with others players, so they can use your tileset without having to compile
the game.
If you've created some nice new tiles or variations of existing ones you'd
like to share you might want to send them over the mailing list or submit
them as a SourceForge item. It's easiest for us if they are already in
32x32 png format, preferrably zipped if there are several. Thanks in advance!