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Yiuf's Home for Lost and Forgotten Species

A trunk-based fork of Stone Soup with leftover soup

Exterminated races, expired experiments, and extinct species

download instructions:
git clone https://github.com/yrmvgh/yiufcrawl.git
cd yiufcrawl/crawl-ref/source
make TILES=y
then just run the file named "yiufcrawl"

If you don't want to compile yourself as above, you can download compiled binaries! Get them here: https://github.com/yrmvgh/yiufcrawl/releases

alternately "make TILES=y install" will try to install yiufcrawl to your system. You may need to also set "SAVEDIR=something".

for further help, check https://github.com/crawl/crawl/blob/master/crawl-ref/INSTALL.txt

You can clone or checkout the "yiuf" branch if you want to see changes and new content slightly faster. "master" gets slightly more testing and is slightly behind "yiuf". For the cutting-edge-dev-branch: git clone https://github.com/yrmvgh/crawl.git -b yiuf yiufcrawl


Yiuf knows how it feels to be unloved. To be forgotten. Yiuf will make some space in his hut for other sad creatures and they can be a little family in the dark.

They're Back:

  • High Elf, now with keen eyes, a Tolkien-friendly bonus to noticing traps.
  • Sludge Elf, now part-Orc, with constant evolution. Great at throwing.
  • Dorf, your basic Dwarf, based loosely on Hill/Mountain dwarves. High MR and rN to keep your life simple.
  • Lava Orc, as their heat increases, they get a fire/earth magic boost and a fire aura.
  • Imp, a short-lived experimental race. Their undead-like resistances have been simplified to just rN+.
  • Plutonian, Increased mp/hp regen based on contamination. Can explode, damaging all creatures and gaining contam. !Curing and kills reduce contam.
  • Bearkin, shamanistic giant bear-people with a Ds-lite selection of random mutations. They're so big they can wield anything except giant clubs in one hand (they still need two hands to draw a bow, naturally).

They're New:

  • Skeleton, murderous animated skeleton seeks revenge against all life. By SteelNeuron.

Image album of the first five races above: http://imgur.com/a/J1XBP Image album of Plutonians: http://imgur.com/a/cCjnU

All species are subject to having their aptitudes shuffled around, to reduce species overlap. Don't get too attached to apts being one particular number or another, aptitudes aren't very important in the long run.

Tavern thread for this fork Post bug reports, suggestions, and crash logs here in Issues

Future plans:

Try to collect most of the historical crawl races, including both removed and experimental ones. Polish them up, give them a new home. Next on the horizon: change lava orcs to be based on damage, not tension, and add plutonians (done!) and imps (done!) to the game.

To further differentiate the elven subraces, deep elves will probably get a noise attenuation modifier that makes everything they do quieter. (done!)

Dorfs are just an apt race at this point. high MR and HP, like DD. I didn't have any bright ideas for a cool mut, yet. I'll leave that up to Tavern/Reddit. Job 1 was making dorfs/surface dwarves exist, not making them great or special or worthy of mainline crawl. If you miss Hill Dwarves or Mountain Dwarves, here's yer Dorf! Suggestions on how to make them special are welcome.

Minor "personal preference" changes, newest first:

  • S/I/D mutations are single-level, now.
  • Fewer ghosts. (We had no ghosts at all for a bit, but players... complained.)
  • Cursed weapons will usually only be -1, so that wielding floor weapons is less dangerous.
  • You can know 26 spells max, not 21.
  • Robust and frail are 7%, so that they overshadow other muts less.
  • Demonspawn claws should generally appear sooner than other Ds mutations. This gives you a chance to switch to using Unarmed Combat as your primary weapon sooner rather than later.
  • Demonspawn can have multiple mutations in the same "slot". In other words, a Ds with hooves can also have talons. Presumably one of those mutations is growing out of the character's knees or something.
  • Fewer gifts from trog and oka. (hellmonk)
  • Vehumet no longer gifts level 1 and 2 spells. (hellmonk)
  • Dith piety decay is slower, dith no longer hates fire. (hellmonk)
  • Goldified spellbooks, courtesy of Doesnty! In other words, spellbooks don't cost space. This is gonna be huge!
  • No energy randomization.
  • Rings of protection from fire/cold have been rolled into rings of fire/ice. (hellmonk)
  • Small characters have no problem with DTrident, but eveningstars are now as difficult to wield as other weapons that have similar damage and speed.
  • Roles with ranged weapons start with more ammo.
  • Scarves remain unenchantable, but have 1 base AC.
  • Berserkers start with no weapons, and no weapon skill.
  • Items don't block doorways.
  • Formicids can't fall in shafts by accident.
  • Club, scythe, and GSC are a bit faster now. (stealth ogre buff?)
  • Ogres have 1 more hp_mod, trolls have 1 less.

Below you will find the contents of the original DCSS readme.

Some of the info below no longer applies, but much of it does!

To reduce confusion, YIUF is chopping and rewriting down there!

Build Status

Contents

  1. How to Play
  2. Community
  3. How you can help
  4. License and history information

How to Play

If you'd like to dive in immediately, we suggest one of:

There is also an ingame list of frequently asked questions which you can access by typing ?Q.

Internet Play

You can play Crawl online, competing with other players or watching them. Visit https://crawl.project357.org/ , and hopefully soon another server will be added!

Offline Play

Both classical ASCII and tiles (GUI) versions of Crawl are available at https://github.com/yrmvgh/crawl/releases

Community

Web

Our YIUFCRAWL'S official homepage is here on github. But posting in the Tavern thread for this fork is fun too! Also chat live on IRC:

IRC

Chat with fellow friends of Yiuf in ##crawl-forks on irc.freenode.net.

How you can help

If you like the game and you want to help make it better, there are a number of ways to do so:

Reporting bugs

At any time, there will be bugs -- finding and reporting them is a great help. Bugs should be reported to our bug tracker YIUFCRAWL! https://github.com/yrmvgh/crawl/issues

Map making

Crawl creates levels by combining many hand-made (but often randomised) maps, known as vaults. Making them is fun and easy. It's best to start with simple entry vaults: see simple.des for examples. You can also read the level-design manual for more help.

If you're ambitious, you can create new vaults for anywhere in the game. If you've made some vaults, you can test them on your own system (no compiling needed) and submit them to our bug tracker YIUFCRAWL! https://github.com/yrmvgh/crawl/issues

Monster Speech & Item Descriptions

Monster speech provides a lot of flavour. Just like vaults, varied speech depends upon a large set of entries. Speech syntax is effective but unusual, so you may want to read the formatting guide.

Current item descriptions can be read in-game with ?/ or out-of-game them in dat/descript/. The following conventions should be more or less obeyed:

  • Descriptions ought to contain flavour text, ideally pointing out major weaknesses/strengths.
  • No numbers, please.
  • Citations are okay, but try to stay away from the most generic ones.

Tiles

We're always open to improvements to existing tiles or variants of often-used tiles (eg floor tiles). If you want to give this a shot, please contact us via forums or IRC. In case you drew some tiles of your own, you can submit them to our bug tracker YIUFCRAWL! https://github.com/yrmvgh/crawl/issues.

Patches

For developers (both existing & aspiring!), you can download/fork the source code and write patches. Bug fixes as well as new features are very much welcome.

For large changes, it's always a good idea to talk with the dev team first, to see if any plans already exist and if your suggestion is likely to be accepted.

Please be sure to read docs/develop/coding_conventions.txt too.

License and history information

Crawl is licensed as GPLv2+. See licence.txt for the full text.

Crawl is a descendant of 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 has continued development. CREDITS.txt contains a full list of contributors.

Crawl gladly uses the following open source packages; thanks to their developers:

  • The Lua scripting language, for in-game functionality and user macros (license).
  • The PCRE library, for regular expressions (license).
  • The SQLite library, as a database engine (license).
  • The SDL and SDL_image libraries, for tiles display (license).
  • The libpng library, for tiles image loading (license).

Thank you, and have fun crawling!