moved to a new repo https://github.com/yrmvgh/yiufcrawl/
go to https://github.com/yrmvgh/yiufcrawl/ for more info
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"
alternately "make TILES=y install" will try to install yiufcrawl to your system
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/yiufcrawl.git -b yiuf
- High Elf, now with keen eyes, a Tolkien-friendly bonus to noticing traps.
- Sludge Elf, now with an evolving mutagenic body and orcish blood. 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 damage aura.
- Imp, a short-lived experimental race. Their undead-like resistances have been simplified to just rN+.
- Plutonian, an unstable, contaminated humanoid that occasionally explodes. !Curing and kills reduce contam. They're New:
- Skeleton, murderous animated skeleton seeks revenge against all living creatures. From 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
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.
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.
- Ogres have 1 more hp_mod, trolls have 1 less.
- Club, scythe, and GSC are a bit faster now. (stealth ogre buff?)
- Formicids can't fall in shafts by accident.
- Items don't block doorways.
- Berserkers start with no weapons, and no weapon skill.
- Scarves remain unenchantable, but have 1 base AC.
- Roles with ranged weapons start with more ammo.
- Small characters have no problem with DTrident, but eveningstars are now as difficult to wield as other weapons that have similar damage and speed.
- Rings of protection from fire/cold have been rolled into rings of fire/ice. (hellmonk)
- No energy randomization.
- Goldified spellbooks, courtesy of Doesnty! In other words, spellbooks don't cost space. This is gonna be huge!
- Dith piety decay is slower, dith no longer hates fire. (hellmonk)
- Vehumet no longer gifts level 1 and 2 spells. (hellmonk)
- Fewer gifts from trog and oka. (hellmonk)
If you'd like to dive in immediately, we suggest one of:
- Start a game and pick a tutorial (select tutorial in the game menu),
- Read quickstart.txt (in the docs/ directory), or
- For the studious, read Crawl's full manual.
There is also an ingame list of frequently asked questions which you can access by typing
?Q
.
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!
Both classical ASCII and tiles (GUI) versions of Crawl are available at https://github.com/yrmvgh/crawl/releases
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:
Chat with fellow friends of Yiuf in ##crawl-forks on irc.freenode.net.
If you like the game and you want to help make it better, there are a number of ways to do so:
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
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 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.
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.
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.
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!