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
IBONFFRJOJEKWUXXYITSPMEINMJB5AJ5Z7HHYUAC4HG7CLTRRNJQC
Dungeon Crawl (Stone Soup)
------- ----- ------ -----
(If you'd like to dive in and start playing Crawl right away, see readme.txt.)
Please do not send bug reports for this code to the main Dungeon Crawl
maintainers -- the odds are good that the code that's causing you problems
isn't code they wrote, and they won't be able to help you.
-----------------------------------------------------------------------------
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.
The following files in your main Crawl directory are crucial:
crawl - Starts the game.
crawl.exe
init.txt - These files (which one depends on your OS) contains the options of
.crawlrc Crawl. Since the defaults are well suited for playing, don't bother
with this in the beginning.
Note that 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. It is recommended that you fiddle with these
only after a couple of games.
The docs directory contains the following helpful files:
crawl_manual.txt - This is the complete manual; describing all species, classes,
types of items, etc.
crawl_options.txt - Here all the options you can give Crawl are described in
detail; feel free to skip this until you feel comfortable with the
game.
crawl_macros.txt - It is wise to ignore this at first, too. (Unless you
experience serious problems with some keys, in which case you may
want to have a look at the keymaps section.)
Just remember for later that you can improve your Crawl experience
by adjusting interface options and defining your own macros.
tables.txt - Unlike some other roguelike games, winning in Crawl does not
require an exhaustive knowledge of the game's internals. However,
here are tables which may be interesting to players. The central
information therein can be deduced from other sources (like the
manual), and it is perfectly possible to win without knowing
these numbers.
If you have questions concerning the game, or have found a bug, do not hesitate
to inquire at the newsgroup
rec.games.roguelike.misc
with your problem. Since other games are discussed over there as well, it is
polite to flag your post with -crawl-. Please read the group for a while before
posting to get a feel for the right way to post articles about Crawl.
Stone Soup's homepage is
http://crawl-ref.sourceforge.net
Look here for downloads of the most recent version (source and binaries).
Stone Soup is supported on Linux, Windows, OS/X, and DOS, and will probably
compile and run on any reasonably modern Unix.
Stone Soup is based on Dungeon Crawl 4.0.0 beta26, with additional changes
gathered from Brent Ross's 4.1.2 alpha release. It incorporates several
popular community patches and assorted local changes and improvements.
The goal of this version is to provide a stable base platform for further
Crawl development during times when Dungeon Crawl's main maintainer is not
available, and to collect experiments, patches, and ideas from the community
of Dungeon Crawl players.
What you have downloaded is *not* Linley's Dungeon Crawl. It's a parallel
effort, currently not quite a fork.
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.
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.
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).
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.
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.
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).
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.
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.
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).
2. File system
--------------
The following files in the Crawl's main folder are essential:
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).
* crawl These start the game. (The actual name depends on your
* crawl.exe operating system.)
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.
* 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!
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.
The docs/ folder contains the following helpful texts (all of which can be
read in-game by bringing up the help menu with '?'):
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_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.
ITEMS
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.
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 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.
There are several different types of items:
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.
- 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.
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.
- 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).
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.
- 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.
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.
- 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.
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.
- 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.
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:
- Money ($) can be used to buy stuff in shops, and increases your score if
you escape.
* 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.
There are a few other types of items, but you will discover these as you play.
* 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.
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.
* 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.
MONSTERS
* 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.
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.
* 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.
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!
* 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.
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; even better you rest
or search for a longer duration with either '5' on the digit row or Shift-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, or take it off, with the 'W' (Wear) command. 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 'f' (fire). 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 can be removed with the same command, or also with 'R'. They 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 'c' ommand),
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 examing items more
closely. In order to do so, bring up the inventory ('i') and press the key of
any item therein. This 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!